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Add support for reading skin frame rate from configuration file
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@ -46,17 +46,20 @@ namespace osu.Game.Rulesets.Osu.Skinning
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switch (osuComponent.Component)
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{
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case OsuSkinComponents.FollowPoint:
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return this.GetAnimation(component.LookupName, true, false);
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return this.GetAnimation(component.LookupName, true, false, true);
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case OsuSkinComponents.SliderFollowCircle:
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var followCircle = this.GetAnimation("sliderfollowcircle", true, true);
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var followCircle = this.GetAnimation("sliderfollowcircle", true, true, true);
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if (followCircle != null)
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// follow circles are 2x the hitcircle resolution in legacy skins (since they are scaled down from >1x
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followCircle.Scale *= 0.5f;
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return followCircle;
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case OsuSkinComponents.SliderBall:
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var sliderBallContent = this.GetAnimation("sliderb", true, true, "");
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var sliderBallContent = this.GetAnimation("sliderb", true, true, animationSeparator: "");
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// todo: slider ball has a custom frame delay based on velocity
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// Math.Max((150 / Velocity) * GameBase.SIXTY_FRAME_TIME, GameBase.SIXTY_FRAME_TIME);
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if (sliderBallContent != null)
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{
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@ -5,5 +5,6 @@ namespace osu.Game.Skinning
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{
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public enum GlobalSkinConfiguration
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{
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AnimationFramerate
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}
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}
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@ -1,6 +1,8 @@
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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 System.Collections.Generic;
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using System.Linq;
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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.Sprites;
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@ -10,48 +12,62 @@ namespace osu.Game.Skinning
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{
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public static class LegacySkinExtensions
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{
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public static Drawable GetAnimation(this ISkin source, string componentName, bool animatable, bool looping, string animationSeparator = "-")
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public static Drawable GetAnimation(this ISkin source, string componentName, bool animatable, bool looping, bool applyConfigFrameRate = false, string animationSeparator = "-")
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{
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const double default_frame_time = 1000 / 60d;
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Texture texture;
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Texture getFrameTexture(int frame) => source.GetTexture($"{componentName}{animationSeparator}{frame}");
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TextureAnimation animation = null;
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if (animatable)
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{
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for (int i = 0; true; i++)
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var textures = getTextures().ToArray();
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if (textures.Length > 0)
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{
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if ((texture = getFrameTexture(i)) == null)
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break;
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if (animation == null)
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var animation = new TextureAnimation
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{
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animation = new TextureAnimation
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{
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DefaultFrameLength = default_frame_time,
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Repeat = looping
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};
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}
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DefaultFrameLength = getFrameLength(source, applyConfigFrameRate, textures),
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Repeat = looping,
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};
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animation.AddFrame(texture);
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foreach (var t in textures)
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animation.AddFrame(t);
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return animation;
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}
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}
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if (animation != null)
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return animation;
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// if an animation was not allowed or not found, fall back to a sprite retrieval.
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if ((texture = source.GetTexture(componentName)) != null)
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{
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return new Sprite
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{
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Texture = texture
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};
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}
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return new Sprite { Texture = texture };
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return null;
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IEnumerable<Texture> getTextures()
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{
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for (int i = 0; true; i++)
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{
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if ((texture = source.GetTexture($"{componentName}{animationSeparator}{i}")) == null)
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break;
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yield return texture;
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}
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}
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}
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private const double default_frame_time = 1000 / 60d;
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private static double getFrameLength(ISkin source, bool applyConfigFrameRate, Texture[] textures)
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{
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if (applyConfigFrameRate)
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{
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var iniRate = source.GetConfig<GlobalSkinConfiguration, int>(GlobalSkinConfiguration.AnimationFramerate);
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if (iniRate != null)
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return 1000f / iniRate.Value;
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return 1000f / textures.Length;
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}
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return default_frame_time;
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}
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}
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}
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