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cbc4e5319d
Reasoning is explained in the inline comment (basically, stable doesn't care what the user specifies as the frame count when falling back to skin resources). This change also removes on to two layers of drawables, which should be a win in heavy storyboards.
117 lines
3.3 KiB
C#
117 lines
3.3 KiB
C#
// 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;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Storyboards.Drawables
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{
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public class DrawableStoryboardSprite : Sprite, IFlippable, IVectorScalable
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{
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public StoryboardSprite Sprite { get; }
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private bool flipH;
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public bool FlipH
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{
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get => flipH;
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set
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{
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if (flipH == value)
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return;
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flipH = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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private bool flipV;
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public bool FlipV
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{
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get => flipV;
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set
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{
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if (flipV == value)
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return;
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flipV = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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private Vector2 vectorScale = Vector2.One;
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public Vector2 VectorScale
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{
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get => vectorScale;
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set
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{
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if (Math.Abs(value.X) < Precision.FLOAT_EPSILON)
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value.X = Precision.FLOAT_EPSILON;
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if (Math.Abs(value.Y) < Precision.FLOAT_EPSILON)
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value.Y = Precision.FLOAT_EPSILON;
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if (vectorScale == value)
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return;
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if (!Validation.IsFinite(value)) throw new ArgumentException($@"{nameof(VectorScale)} must be finite, but is {value}.");
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vectorScale = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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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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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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public DrawableStoryboardSprite(StoryboardSprite sprite)
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{
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Sprite = sprite;
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Origin = sprite.Origin;
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Position = sprite.InitialPosition;
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LifetimeStart = sprite.StartTime;
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LifetimeEnd = sprite.EndTime;
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}
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[Resolved]
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private ISkinSource skin { get; set; }
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[BackgroundDependencyLoader]
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private void load(TextureStore textureStore, Storyboard storyboard)
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{
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Texture = storyboard.GetTextureFromPath(Sprite.Path, textureStore);
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if (Texture == null && storyboard.UseSkinSprites)
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{
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skin.SourceChanged += skinSourceChanged;
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skinSourceChanged();
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}
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Sprite.ApplyTransforms(this);
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}
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private void skinSourceChanged() => Texture = skin.GetTexture(Sprite.Path);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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skin.SourceChanged -= skinSourceChanged;
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}
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}
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}
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