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Merge pull request #20156 from peppy/sb-earliest-alpha-fix-atttempt-two
Fix some storyboard elements displaying too late due to incorrect start time allowances
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commit
604fc0fb97
@ -117,6 +117,26 @@ namespace osu.Game.Tests.Beatmaps.Formats
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}
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}
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[Test]
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public void TestEarliestStartTimeWithLoopAlphas()
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{
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var decoder = new LegacyStoryboardDecoder();
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using (var resStream = TestResources.OpenResource("loop-containing-earlier-non-zero-fade.osb"))
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using (var stream = new LineBufferedReader(resStream))
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{
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var storyboard = decoder.Decode(stream);
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StoryboardLayer background = storyboard.Layers.Single(l => l.Depth == 3);
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Assert.AreEqual(2, background.Elements.Count);
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Assert.AreEqual(1000, background.Elements[0].StartTime);
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Assert.AreEqual(1000, background.Elements[1].StartTime);
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Assert.AreEqual(1000, storyboard.EarliestEventTime);
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}
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}
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[Test]
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public void TestDecodeVariableWithSuffix()
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{
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@ -0,0 +1,14 @@
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osu file format v14
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[Events]
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//Storyboard Layer 0 (Background)
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Sprite,Background,TopCentre,"img.jpg",320,240
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L,1000,1
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F,0,0,,1 // fade inside a loop with non-zero alpha and an earlier start time should be the true start time..
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F,0,2000,,0 // ..not a zero alpha fade with a later start time
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Sprite,Background,TopCentre,"img.jpg",320,240
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L,2000,1
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F,0,0,24,0 // fade inside a loop with zero alpha but later start time than the top-level zero alpha start time.
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F,0,24,48,1
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F,0,1000,,1 // ..so this should be the true start time
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@ -66,18 +66,20 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestCase(-10000, -10000, true)]
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public void TestStoryboardProducesCorrectStartTimeFadeInAfterOtherEvents(double firstStoryboardEvent, double expectedStartTime, bool addEventToLoop)
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{
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const double loop_start_time = -20000;
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var storyboard = new Storyboard();
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var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
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// these should be ignored as we have an alpha visibility blocker proceeding this command.
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sprite.TimelineGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
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var loopGroup = sprite.AddLoop(-20000, 50);
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loopGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
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sprite.TimelineGroup.Scale.Add(Easing.None, loop_start_time, -18000, 0, 1);
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var loopGroup = sprite.AddLoop(loop_start_time, 50);
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loopGroup.Scale.Add(Easing.None, loop_start_time, -18000, 0, 1);
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var target = addEventToLoop ? loopGroup : sprite.TimelineGroup;
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double targetTime = addEventToLoop ? 20000 : 0;
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target.Alpha.Add(Easing.None, targetTime + firstStoryboardEvent, targetTime + firstStoryboardEvent + 500, 0, 1);
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double loopRelativeOffset = addEventToLoop ? -loop_start_time : 0;
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target.Alpha.Add(Easing.None, loopRelativeOffset + firstStoryboardEvent, loopRelativeOffset + firstStoryboardEvent + 500, 0, 1);
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// these should be ignored due to being in the future.
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sprite.TimelineGroup.Alpha.Add(Easing.None, 18000, 20000, 0, 1);
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@ -47,30 +47,11 @@ namespace osu.Game.Storyboards
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};
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}
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/// <summary>
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/// Returns the earliest visible time. Will be null unless this group's first <see cref="Alpha"/> command has a start value of zero.
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/// </summary>
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public double? EarliestDisplayedTime
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{
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get
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{
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var first = Alpha.Commands.FirstOrDefault();
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return first?.StartValue == 0 ? first.StartTime : null;
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}
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}
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[JsonIgnore]
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public double CommandsStartTime
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{
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get
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{
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// if the first alpha command starts at zero it should be given priority over anything else.
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// this is due to it creating a state where the target is not present before that time, causing any other events to not be visible.
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double? earliestDisplay = EarliestDisplayedTime;
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if (earliestDisplay != null)
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return earliestDisplay.Value;
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double min = double.MaxValue;
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for (int i = 0; i < timelines.Length; i++)
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@ -30,24 +30,35 @@ namespace osu.Game.Storyboards
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{
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get
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{
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// check for presence affecting commands as an initial pass.
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double earliestStartTime = TimelineGroup.EarliestDisplayedTime ?? double.MaxValue;
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// To get the initial start time, we need to check whether the first alpha command to exist (across all loops) has a StartValue of zero.
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// A StartValue of zero governs, above all else, the first valid display time of a sprite.
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//
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// You can imagine that the first command of each type decides that type's start value, so if the initial alpha is zero,
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// anything before that point can be ignored (the sprite is not visible after all).
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var alphaCommands = new List<(double startTime, bool isZeroStartValue)>();
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foreach (var l in loops)
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var command = TimelineGroup.Alpha.Commands.FirstOrDefault();
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if (command != null) alphaCommands.Add((command.StartTime, command.StartValue == 0));
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foreach (var loop in loops)
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{
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if (l.EarliestDisplayedTime is double loopEarliestDisplayTime)
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earliestStartTime = Math.Min(earliestStartTime, l.LoopStartTime + loopEarliestDisplayTime);
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command = loop.Alpha.Commands.FirstOrDefault();
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if (command != null) alphaCommands.Add((command.StartTime + loop.LoopStartTime, command.StartValue == 0));
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}
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if (earliestStartTime < double.MaxValue)
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return earliestStartTime;
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if (alphaCommands.Count > 0)
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{
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var firstAlpha = alphaCommands.OrderBy(t => t.startTime).First();
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// if an alpha-affecting command was not found, use the earliest of any command.
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earliestStartTime = TimelineGroup.StartTime;
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if (firstAlpha.isZeroStartValue)
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return firstAlpha.startTime;
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}
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// If we got to this point, either no alpha commands were present, or the earliest had a non-zero start value.
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// The sprite's StartTime will be determined by the earliest command, regardless of type.
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double earliestStartTime = TimelineGroup.StartTime;
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foreach (var l in loops)
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earliestStartTime = Math.Min(earliestStartTime, l.StartTime);
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return earliestStartTime;
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}
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}
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