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Share origin adjustment logic between storyboard sprite and animation
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@ -3,7 +3,6 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.EnumExtensions;
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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.Textures;
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@ -70,34 +69,9 @@ namespace osu.Game.Storyboards.Drawables
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public override bool RemoveWhenNotAlive => false;
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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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protected override Vector2 DrawScale => new Vector2(FlipH ? -base.DrawScale.X : base.DrawScale.X, FlipV ? -base.DrawScale.Y : base.DrawScale.Y) * VectorScale;
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public override Anchor Origin
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{
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get
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{
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var origin = base.Origin;
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if (FlipH)
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{
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if (origin.HasFlagFast(Anchor.x0))
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origin = Anchor.x2 | (origin & (Anchor.y0 | Anchor.y1 | Anchor.y2));
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else if (origin.HasFlagFast(Anchor.x2))
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origin = Anchor.x0 | (origin & (Anchor.y0 | Anchor.y1 | Anchor.y2));
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}
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if (FlipV)
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{
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if (origin.HasFlagFast(Anchor.y0))
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origin = Anchor.y2 | (origin & (Anchor.x0 | Anchor.x1 | Anchor.x2));
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else if (origin.HasFlagFast(Anchor.y2))
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origin = Anchor.y0 | (origin & (Anchor.x0 | Anchor.x1 | Anchor.x2));
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}
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return origin;
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}
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}
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public override Anchor Origin => StoryboardExtensions.AdjustOrigin(base.Origin, VectorScale, FlipH, FlipV);
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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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43
osu.Game/Storyboards/StoryboardExtensions.cs
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43
osu.Game/Storyboards/StoryboardExtensions.cs
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@ -0,0 +1,43 @@
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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.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osuTK;
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namespace osu.Game.Storyboards
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{
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public static class StoryboardExtensions
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{
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/// <summary>
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/// Given an origin and a set of properties, adjust the origin to display the sprite/animation correctly.
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/// </summary>
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/// <param name="origin">The current origin.</param>
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/// <param name="vectorScale">The vector scale.</param>
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/// <param name="flipH">Whether the element is flipped horizontally.</param>
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/// <param name="flipV">Whether the element is flipped vertically.</param>
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/// <returns>The adjusted origin.</returns>
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public static Anchor AdjustOrigin(Anchor origin, Vector2 vectorScale, bool flipH, bool flipV)
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{
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// Either flip horizontally or negative X scale, but not both.
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if (flipH ^ (vectorScale.X < 0))
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{
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if (origin.HasFlagFast(Anchor.x0))
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origin = Anchor.x2 | (origin & (Anchor.y0 | Anchor.y1 | Anchor.y2));
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else if (origin.HasFlagFast(Anchor.x2))
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origin = Anchor.x0 | (origin & (Anchor.y0 | Anchor.y1 | Anchor.y2));
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}
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// Either flip vertically or negative Y scale, but not both.
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if (flipV ^ (vectorScale.Y < 0))
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{
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if (origin.HasFlagFast(Anchor.y0))
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origin = Anchor.y2 | (origin & (Anchor.x0 | Anchor.x1 | Anchor.x2));
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else if (origin.HasFlagFast(Anchor.y2))
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origin = Anchor.y0 | (origin & (Anchor.x0 | Anchor.x1 | Anchor.x2));
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}
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return origin;
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}
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}
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}
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