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osu-lazer/osu.Game/Storyboards/Drawables/IFlippable.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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#nullable disable
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
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namespace osu.Game.Storyboards.Drawables
{
internal interface IFlippable : ITransformable
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{
bool FlipH { get; set; }
bool FlipV { get; set; }
}
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internal class TransformFlipH : Transform<bool, IFlippable>
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{
private bool valueAt(double time)
=> time < EndTime ? StartValue : EndValue;
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public override string TargetMember => nameof(IFlippable.FlipH);
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protected override void Apply(IFlippable d, double time) => d.FlipH = valueAt(time);
protected override void ReadIntoStartValue(IFlippable d) => StartValue = d.FlipH;
}
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internal class TransformFlipV : Transform<bool, IFlippable>
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{
private bool valueAt(double time)
=> time < EndTime ? StartValue : EndValue;
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public override string TargetMember => nameof(IFlippable.FlipV);
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protected override void Apply(IFlippable d, double time) => d.FlipV = valueAt(time);
protected override void ReadIntoStartValue(IFlippable d) => StartValue = d.FlipV;
}
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internal static class FlippableExtensions
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{
/// <summary>
/// Adjusts <see cref="IFlippable.FlipH"/> after a delay.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public static TransformSequence<T> TransformFlipH<T>(this T flippable, bool newValue, double delay = 0)
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where T : class, IFlippable
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=> flippable.TransformTo(flippable.PopulateTransform(new TransformFlipH(), newValue, delay));
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/// <summary>
/// Adjusts <see cref="IFlippable.FlipV"/> after a delay.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public static TransformSequence<T> TransformFlipV<T>(this T flippable, bool newValue, double delay = 0)
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where T : class, IFlippable
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=> flippable.TransformTo(flippable.PopulateTransform(new TransformFlipV(), newValue, delay));
}
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}