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osu-lazer/osu.Game/Storyboards/StoryboardSprite.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Storyboards.Commands;
using osu.Game.Storyboards.Drawables;
using osuTK;
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namespace osu.Game.Storyboards
{
public class StoryboardSprite : IStoryboardElementWithDuration
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{
private readonly List<StoryboardLoopingGroup> loopingGroups = new List<StoryboardLoopingGroup>();
private readonly List<StoryboardTriggerGroup> triggerGroups = new List<StoryboardTriggerGroup>();
public string Path { get; }
public bool IsDrawable => HasCommands;
public Anchor Origin;
public Vector2 InitialPosition;
public readonly StoryboardCommandGroup Commands = new StoryboardCommandGroup();
public double StartTime
{
get
{
// To get the initial start time, we need to check whether the first alpha command to exist (across all loops) has a StartValue of zero.
// A StartValue of zero governs, above all else, the first valid display time of a sprite.
//
// You can imagine that the first command of each type decides that type's start value, so if the initial alpha is zero,
// anything before that point can be ignored (the sprite is not visible after all).
var alphaCommands = new List<(double startTime, bool isZeroStartValue)>();
var command = Commands.Alpha.FirstOrDefault();
if (command != null) alphaCommands.Add((command.StartTime, command.StartValue == 0));
foreach (var loop in loopingGroups)
{
command = loop.Alpha.FirstOrDefault();
if (command != null) alphaCommands.Add((command.StartTime, command.StartValue == 0));
}
if (alphaCommands.Count > 0)
{
var firstAlpha = alphaCommands.MinBy(t => t.startTime);
if (firstAlpha.isZeroStartValue)
return firstAlpha.startTime;
}
return EarliestTransformTime;
}
}
public double EarliestTransformTime
{
get
{
// If we got to this point, either no alpha commands were present, or the earliest had a non-zero start value.
// The sprite's StartTime will be determined by the earliest command, regardless of type.
double earliestStartTime = Commands.StartTime;
foreach (var l in loopingGroups)
earliestStartTime = Math.Min(earliestStartTime, l.StartTime);
return earliestStartTime;
}
}
public double EndTime
{
get
{
double latestEndTime = Commands.EndTime;
foreach (var l in loopingGroups)
latestEndTime = Math.Max(latestEndTime, l.EndTime);
return latestEndTime;
}
}
public double EndTimeForDisplay
{
get
{
double latestEndTime = Commands.EndTime;
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foreach (var l in loopingGroups)
latestEndTime = Math.Max(latestEndTime, l.StartTime + l.Duration * l.TotalIterations);
return latestEndTime;
}
}
public bool HasCommands => Commands.HasCommands || loopingGroups.Any(l => l.HasCommands);
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public StoryboardSprite(string path, Anchor origin, Vector2 initialPosition)
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{
Path = path;
Origin = origin;
InitialPosition = initialPosition;
}
public virtual Drawable CreateDrawable() => new DrawableStoryboardSprite(this);
public StoryboardLoopingGroup AddLoopingGroup(double loopStartTime, int repeatCount)
{
var loop = new StoryboardLoopingGroup(loopStartTime, repeatCount);
loopingGroups.Add(loop);
return loop;
}
public StoryboardTriggerGroup AddTriggerGroup(string triggerName, double startTime, double endTime, int groupNumber)
{
var trigger = new StoryboardTriggerGroup(triggerName, startTime, endTime, groupNumber);
triggerGroups.Add(trigger);
return trigger;
}
public void ApplyTransforms<TDrawable>(TDrawable drawable)
where TDrawable : Drawable, IFlippable, IVectorScalable
{
HashSet<string> appliedProperties = new HashSet<string>();
// For performance reasons, we need to apply the commands in chronological order.
// Not doing so will cause many functions to be interleaved, resulting in O(n^2) complexity.
IEnumerable<IStoryboardCommand> commands = Commands.AllCommands;
commands = commands.Concat(loopingGroups.SelectMany(l => l.AllCommands));
foreach (var command in commands.OrderBy(c => c.StartTime))
{
if (appliedProperties.Add(command.PropertyName))
command.ApplyInitialValue(drawable);
using (drawable.BeginAbsoluteSequence(command.StartTime))
command.ApplyTransforms(drawable);
}
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}
}
}