// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Graphics; using osu.Game.Storyboards.Commands; using osu.Game.Storyboards.Drawables; using osuTK; namespace osu.Game.Storyboards { public class StoryboardSprite : IStoryboardElementWithDuration { private readonly List loopingGroups = new List(); private readonly List triggerGroups = new List(); public string Path { get; } public bool IsDrawable => HasCommands; public Anchor Origin; public Vector2 InitialPosition; public readonly StoryboardCommandGroup Commands = new StoryboardCommandGroup(); public double StartTime { get { // 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. // A StartValue of zero governs, above all else, the first valid display time of a sprite. // // You can imagine that the first command of each type decides that type's start value, so if the initial alpha is zero, // anything before that point can be ignored (the sprite is not visible after all). var alphaCommands = new List<(double startTime, bool isZeroStartValue)>(); var command = Commands.Alpha.FirstOrDefault(); if (command != null) alphaCommands.Add((command.StartTime, command.StartValue == 0)); foreach (var loop in loopingGroups) { command = loop.Alpha.FirstOrDefault(); if (command != null) alphaCommands.Add((command.StartTime, command.StartValue == 0)); } if (alphaCommands.Count > 0) { var firstAlpha = alphaCommands.MinBy(t => t.startTime); if (firstAlpha.isZeroStartValue) return firstAlpha.startTime; } return EarliestTransformTime; } } public double EarliestTransformTime { get { // If we got to this point, either no alpha commands were present, or the earliest had a non-zero start value. // The sprite's StartTime will be determined by the earliest command, regardless of type. double earliestStartTime = Commands.StartTime; foreach (var l in loopingGroups) earliestStartTime = Math.Min(earliestStartTime, l.StartTime); return earliestStartTime; } } public double EndTime { get { double latestEndTime = Commands.EndTime; foreach (var l in loopingGroups) latestEndTime = Math.Max(latestEndTime, l.EndTime); return latestEndTime; } } public double EndTimeForDisplay { get { double latestEndTime = Commands.EndTime; foreach (var l in loopingGroups) latestEndTime = Math.Max(latestEndTime, l.StartTime + l.Duration * l.TotalIterations); return latestEndTime; } } public bool HasCommands => Commands.HasCommands || loopingGroups.Any(l => l.HasCommands); public StoryboardSprite(string path, Anchor origin, Vector2 initialPosition) { Path = path; Origin = origin; InitialPosition = initialPosition; } public virtual Drawable CreateDrawable() => new DrawableStoryboardSprite(this); public StoryboardLoopingGroup AddLoopingGroup(double loopStartTime, int repeatCount) { var loop = new StoryboardLoopingGroup(loopStartTime, repeatCount); loopingGroups.Add(loop); return loop; } public StoryboardTriggerGroup AddTriggerGroup(string triggerName, double startTime, double endTime, int groupNumber) { var trigger = new StoryboardTriggerGroup(triggerName, startTime, endTime, groupNumber); triggerGroups.Add(trigger); return trigger; } public void ApplyTransforms(TDrawable drawable) where TDrawable : Drawable, IFlippable, IVectorScalable { HashSet appliedProperties = new HashSet(); // For performance reasons, we need to apply the commands in chronological order. // Not doing so will cause many functions to be interleaved, resulting in O(n^2) complexity. IEnumerable commands = Commands.AllCommands; commands = commands.Concat(loopingGroups.SelectMany(l => l.AllCommands)); foreach (var command in commands.OrderBy(c => c.StartTime)) { if (appliedProperties.Add(command.PropertyName)) command.ApplyInitialValue(drawable); using (drawable.BeginAbsoluteSequence(command.StartTime)) command.ApplyTransforms(drawable); } } } }