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Add support for changing animation start time after load
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@ -1,6 +1,7 @@
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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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using osu.Framework.Bindables;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Extensions.Color4Extensions;
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@ -47,6 +48,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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});
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}
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public double AnimationStartTime { get; set; }
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public Bindable<double> AnimationStartTime { get; } = new BindableDouble();
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IBindable<double> IAnimationTimeReference.AnimationStartTime => AnimationStartTime;
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}
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}
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@ -80,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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fp.Alpha = 0;
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fp.Scale = new Vector2(1.5f * end.Scale);
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fp.AnimationStartTime = fadeInTime;
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fp.AnimationStartTime.Value = fadeInTime;
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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@ -39,7 +39,7 @@ namespace osu.Game.Tests.NonVisual.Skinning
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AddAssert("frame count correct", () => animation.FrameCount == frame_count);
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assertPlaybackPosition(0);
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AddStep("set start time to 1000", () => animationTimeReference.AnimationStartTime = 1000);
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AddStep("set start time to 1000", () => animationTimeReference.AnimationStartTime.Value = 1000);
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assertPlaybackPosition(-1000);
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AddStep("set current time to 500", () => animationTimeReference.ManualClock.CurrentTime = 500);
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@ -67,7 +67,8 @@ namespace osu.Game.Tests.NonVisual.Skinning
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{
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public ManualClock ManualClock { get; }
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public IFrameBasedClock Clock { get; }
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public double AnimationStartTime { get; set; }
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public Bindable<double> AnimationStartTime { get; } = new BindableDouble();
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IBindable<double> IAnimationTimeReference.AnimationStartTime => AnimationStartTime;
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public TestAnimationTimeReference()
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{
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Timing;
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@ -25,6 +26,6 @@ namespace osu.Game.Skinning
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/// <summary>
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/// The time which animations should be started from, relative to <see cref="Clock"/>.
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/// </summary>
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double AnimationStartTime { get; }
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IBindable<double> AnimationStartTime { get; }
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}
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}
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@ -4,6 +4,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.OpenGL.Textures;
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@ -70,6 +71,8 @@ namespace osu.Game.Skinning
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[Resolved(canBeNull: true)]
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private IAnimationTimeReference timeReference { get; set; }
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private readonly Bindable<double> animationStartTime = new BindableDouble();
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public SkinnableTextureAnimation(bool startAtCurrentTime = true)
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: base(startAtCurrentTime)
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{
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@ -82,8 +85,18 @@ namespace osu.Game.Skinning
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if (timeReference != null)
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{
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Clock = timeReference.Clock;
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PlaybackPosition = timeReference.Clock.CurrentTime - timeReference.AnimationStartTime;
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((IBindable<double>)animationStartTime).BindTo(timeReference.AnimationStartTime);
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}
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animationStartTime.BindValueChanged(_ => updatePlaybackPosition(), true);
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}
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private void updatePlaybackPosition()
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{
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if (timeReference == null)
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return;
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PlaybackPosition = timeReference.Clock.CurrentTime - timeReference.AnimationStartTime.Value;
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}
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}
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