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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 ;
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using System.Collections.Generic ;
using System.Linq ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Sprites ;
using osu.Framework.Graphics.Textures ;
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using osu.Game.Beatmaps ;
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using osu.Game.Extensions ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Skinning ;
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using osu.Game.Storyboards.Drawables ;
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namespace osu.Game.Storyboards
{
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public class Storyboard
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{
private readonly Dictionary < string , StoryboardLayer > layers = new Dictionary < string , StoryboardLayer > ( ) ;
public IEnumerable < StoryboardLayer > Layers = > layers . Values ;
public BeatmapInfo BeatmapInfo = new BeatmapInfo ( ) ;
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/// <summary>
/// Whether the storyboard can fall back to skin sprites in case no matching storyboard sprites are found.
/// </summary>
public bool UseSkinSprites { get ; set ; }
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public bool HasDrawable = > Layers . Any ( l = > l . Elements . Any ( e = > e . IsDrawable ) ) ;
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/// <summary>
/// Across all layers, find the earliest point in time that a storyboard element exists at.
/// Will return null if there are no elements.
/// </summary>
/// <remarks>
/// This iterates all elements and as such should be used sparingly or stored locally.
/// </remarks>
public double? EarliestEventTime = > Layers . SelectMany ( l = > l . Elements ) . OrderBy ( e = > e . StartTime ) . FirstOrDefault ( ) ? . StartTime ;
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/// <summary>
/// Across all layers, find the latest point in time that a storyboard element ends at.
/// Will return null if there are no elements.
/// </summary>
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/// <remarks>
/// This iterates all elements and as such should be used sparingly or stored locally.
/// Videos and samples return StartTime as their EndTIme.
/// </remarks>
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public double? LatestEventTime = > Layers . SelectMany ( l = > l . Elements ) . OrderBy ( e = > e . GetEndTime ( ) ) . LastOrDefault ( ) ? . GetEndTime ( ) ;
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/// <summary>
/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
/// </summary>
private int minimumLayerDepth ;
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public Storyboard ( )
{
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layers . Add ( "Video" , new StoryboardVideoLayer ( "Video" , 4 , false ) ) ;
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layers . Add ( "Background" , new StoryboardLayer ( "Background" , 3 ) ) ;
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layers . Add ( "Fail" , new StoryboardLayer ( "Fail" , 2 ) { VisibleWhenPassing = false , } ) ;
layers . Add ( "Pass" , new StoryboardLayer ( "Pass" , 1 ) { VisibleWhenFailing = false , } ) ;
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layers . Add ( "Foreground" , new StoryboardLayer ( "Foreground" , minimumLayerDepth = 0 ) ) ;
layers . Add ( "Overlay" , new StoryboardLayer ( "Overlay" , int . MinValue ) ) ;
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}
public StoryboardLayer GetLayer ( string name )
{
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if ( ! layers . TryGetValue ( name , out var layer ) )
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layers [ name ] = layer = new StoryboardLayer ( name , - - minimumLayerDepth ) ;
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return layer ;
}
/// <summary>
/// Whether the beatmap's background should be hidden while this storyboard is being displayed.
/// </summary>
public bool ReplacesBackground
{
get
{
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string backgroundPath = BeatmapInfo . Metadata . BackgroundFile ;
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if ( string . IsNullOrEmpty ( backgroundPath ) )
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return false ;
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// Importantly, do this after the NullOrEmpty because EF may have stored the non-nullable value as null to the database, bypassing compile-time constraints.
backgroundPath = backgroundPath . ToLowerInvariant ( ) ;
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return GetLayer ( "Background" ) . Elements . Any ( e = > e . Path . ToLowerInvariant ( ) = = backgroundPath ) ;
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}
}
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public DrawableStoryboard CreateDrawable ( IReadOnlyList < Mod > mods = null ) = >
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new DrawableStoryboard ( this , mods ) ;
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public Drawable CreateSpriteFromResourcePath ( string path , TextureStore textureStore )
{
Drawable drawable = null ;
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string storyboardPath = BeatmapInfo . BeatmapSet ? . Files . FirstOrDefault ( f = > f . Filename . Equals ( path , StringComparison . OrdinalIgnoreCase ) ) ? . File . GetStoragePath ( ) ;
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if ( ! string . IsNullOrEmpty ( storyboardPath ) )
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drawable = new Sprite { Texture = textureStore . Get ( storyboardPath ) } ;
// if the texture isn't available locally in the beatmap, some storyboards choose to source from the underlying skin lookup hierarchy.
else if ( UseSkinSprites )
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{
drawable = new SkinnableSprite ( path )
{
RelativeSizeAxes = Axes . None ,
AutoSizeAxes = Axes . Both ,
} ;
}
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return drawable ;
}
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}
}