2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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2022-06-17 15:37:17 +08:00
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#nullable disable
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2019-05-14 12:04:49 +08:00
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using System;
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2022-04-07 16:26:31 +08:00
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using System.IO;
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2017-09-08 05:55:05 +08:00
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using osu.Framework.Allocation;
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2017-09-09 02:39:17 +08:00
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using osu.Framework.Graphics;
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2017-09-08 05:55:05 +08:00
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Textures;
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2020-01-09 12:43:44 +08:00
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using osu.Framework.Utils;
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2022-09-23 19:10:57 +08:00
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using osu.Game.Beatmaps;
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2022-04-07 14:13:39 +08:00
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using osu.Game.Skinning;
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2020-10-23 14:33:38 +08:00
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using osuTK;
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2017-09-08 05:55:05 +08:00
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namespace osu.Game.Storyboards.Drawables
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{
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public class DrawableStoryboardAnimation : TextureAnimation, IFlippable, IVectorScalable
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{
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public StoryboardAnimation Animation { get; }
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2019-12-18 16:27:13 +08:00
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private bool flipH;
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public bool FlipH
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{
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get => flipH;
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set
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{
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if (flipH == value)
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return;
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flipH = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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private bool flipV;
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public bool FlipV
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{
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get => flipV;
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set
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{
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if (flipV == value)
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return;
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flipV = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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2019-12-18 16:21:38 +08:00
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private Vector2 vectorScale = Vector2.One;
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public Vector2 VectorScale
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{
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get => vectorScale;
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set
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{
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if (vectorScale == value)
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return;
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if (!Validation.IsFinite(value)) throw new ArgumentException($@"{nameof(VectorScale)} must be finite, but is {value}.");
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vectorScale = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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2018-03-04 00:48:00 +08:00
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public override bool RemoveWhenNotAlive => false;
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2022-03-14 11:29:49 +08:00
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protected override Vector2 DrawScale
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=> new Vector2(FlipH ? -base.DrawScale.X : base.DrawScale.X, FlipV ? -base.DrawScale.Y : base.DrawScale.Y) * VectorScale;
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2022-03-14 10:44:34 +08:00
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public override Anchor Origin => StoryboardExtensions.AdjustOrigin(base.Origin, VectorScale, FlipH, FlipV);
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2017-09-11 02:08:56 +08:00
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public override bool IsPresent
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=> !float.IsNaN(DrawPosition.X) && !float.IsNaN(DrawPosition.Y) && base.IsPresent;
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2017-09-13 17:22:24 +08:00
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public DrawableStoryboardAnimation(StoryboardAnimation animation)
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{
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Animation = animation;
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Origin = animation.Origin;
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Position = animation.InitialPosition;
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Loop = animation.LoopType == AnimationLoopType.LoopForever;
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2017-09-15 19:35:41 +08:00
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LifetimeStart = animation.StartTime;
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LifetimeEnd = animation.EndTime;
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}
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2018-04-13 17:19:50 +08:00
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2022-04-07 16:26:31 +08:00
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[Resolved]
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private ISkinSource skin { get; set; }
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2022-09-23 19:10:57 +08:00
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[Resolved]
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private IBeatSyncProvider beatSyncProvider { get; set; }
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2017-09-08 05:55:05 +08:00
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[BackgroundDependencyLoader]
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private void load(TextureStore textureStore, Storyboard storyboard)
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{
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int frameIndex = 0;
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Texture frameTexture = storyboard.GetTextureFromPath(getFramePath(frameIndex), textureStore);
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if (frameTexture != null)
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{
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// sourcing from storyboard.
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for (frameIndex = 0; frameIndex < Animation.FrameCount; frameIndex++)
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{
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AddFrame(storyboard.GetTextureFromPath(getFramePath(frameIndex), textureStore), Animation.FrameDelay);
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}
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}
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else if (storyboard.UseSkinSprites)
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{
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// fallback to skin if required.
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skin.SourceChanged += skinSourceChanged;
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skinSourceChanged();
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}
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2019-02-28 12:31:40 +08:00
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2017-09-13 17:22:24 +08:00
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Animation.ApplyTransforms(this);
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}
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2022-09-12 13:05:16 +08:00
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// Framework animation class tries its best to synchronise the animation at LoadComplete,
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// but in some cases (such as fast forward) this results in an incorrect start offset.
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//
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// In the case of storyboard animations, we want to synchronise with game time perfectly
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// so let's get a correct time based on gameplay clock and earliest transform.
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2022-09-23 22:06:55 +08:00
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PlaybackPosition = (beatSyncProvider.Clock?.CurrentTime ?? Clock.CurrentTime) - Animation.EarliestTransformTime;
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2022-09-12 13:05:16 +08:00
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}
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2022-04-07 16:26:31 +08:00
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private void skinSourceChanged()
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{
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ClearFrames();
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// When reading from a skin, we match stables weird behaviour where `FrameCount` is ignored
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// and resources are retrieved until the end of the animation.
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foreach (var texture in skin.GetTextures(Path.GetFileNameWithoutExtension(Animation.Path), default, default, true, string.Empty, out _))
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AddFrame(texture, Animation.FrameDelay);
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}
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private string getFramePath(int i) => Animation.Path.Replace(".", $"{i}.");
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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2022-04-08 03:37:42 +08:00
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if (skin != null)
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skin.SourceChanged -= skinSourceChanged;
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}
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2017-09-08 05:55:05 +08:00
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}
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}
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