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osu-lazer/osu.Game/Storyboards/Storyboard.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;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Skinning;
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();
/// <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));
/// <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;
/// <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>
public double? LatestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.GetEndTime()).LastOrDefault()?.GetEndTime();
/// <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, });
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))
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
{
var backgroundPath = BeatmapInfo.BeatmapSet?.Metadata?.BackgroundFile?.ToLowerInvariant();
if (backgroundPath == null)
return false;
return GetLayer("Background").Elements.Any(e => e.Path.ToLowerInvariant() == backgroundPath);
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}
}
public DrawableStoryboard CreateDrawable(WorkingBeatmap working = null) =>
new DrawableStoryboard(this);
public Drawable CreateSpriteFromResourcePath(string path, TextureStore textureStore)
{
Drawable drawable = null;
var storyboardPath = BeatmapInfo.BeatmapSet?.Files.Find(f => f.Filename.Equals(path, StringComparison.OrdinalIgnoreCase))?.FileInfo.StoragePath;
if (storyboardPath != null)
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)
drawable = new SkinnableSprite(path);
return drawable;
}
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}
}