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osu-lazer/osu.Game/Storyboards/Drawables/IFlippable.cs

56 lines
2.2 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
namespace osu.Game.Storyboards.Drawables
{
internal interface IFlippable : ITransformable
{
bool FlipH { get; set; }
bool FlipV { get; set; }
}
internal class TransformFlipH : Transform<bool, IFlippable>
{
private bool valueAt(double time)
=> time < EndTime ? StartValue : EndValue;
public override string TargetMember => nameof(IFlippable.FlipH);
protected override void Apply(IFlippable d, double time) => d.FlipH = valueAt(time);
protected override void ReadIntoStartValue(IFlippable d) => StartValue = d.FlipH;
}
internal class TransformFlipV : Transform<bool, IFlippable>
{
private bool valueAt(double time)
=> time < EndTime ? StartValue : EndValue;
public override string TargetMember => nameof(IFlippable.FlipV);
protected override void Apply(IFlippable d, double time) => d.FlipV = valueAt(time);
protected override void ReadIntoStartValue(IFlippable d) => StartValue = d.FlipV;
}
internal static class FlippableExtensions
{
/// <summary>
/// Adjusts <see cref="IFlippable.FlipH"/> after a delay.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public static TransformSequence<T> TransformFlipH<T>(this T flippable, bool newValue, double delay = 0)
where T : class, IFlippable
=> flippable.TransformTo(flippable.PopulateTransform(new TransformFlipH(), newValue, delay));
/// <summary>
/// Adjusts <see cref="IFlippable.FlipV"/> after a delay.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public static TransformSequence<T> TransformFlipV<T>(this T flippable, bool newValue, double delay = 0)
where T : class, IFlippable
=> flippable.TransformTo(flippable.PopulateTransform(new TransformFlipV(), newValue, delay));
}
}