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osu-lazer/osu.Game/Storyboards/StoryboardSprite.cs
Dean Herbert 8aaba32431 Fix storyboard commands occurring before the earliest point of visibility delaying gameplay
In osu-stable, storyboard intros start from the first command, but in
the case of storyboard drawables which have an initial hidden state, all
commands before the time at which they become visible (ie. the first
command where `Alpha` increases to a non-zero value) are ignored.

This brings lazer in line with that behaviour. It also removes several
unnecessary LINQ calls.

Note that the alpha check being done in its own pass is important, as
it must be the "minimum present alpha across all command groups,
including loops". This is what makes the implementation slightly
complex.

Closes #11981.
2021-03-09 15:55:12 +09:00

206 lines
8.9 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 osuTK;
using osu.Framework.Graphics;
using osu.Game.Storyboards.Drawables;
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
namespace osu.Game.Storyboards
{
public class StoryboardSprite : IStoryboardElement
{
private readonly List<CommandLoop> loops = new List<CommandLoop>();
private readonly List<CommandTrigger> triggers = new List<CommandTrigger>();
public string Path { get; }
public bool IsDrawable => HasCommands;
public Anchor Origin;
public Vector2 InitialPosition;
public readonly CommandTimelineGroup TimelineGroup = new CommandTimelineGroup();
public double StartTime
{
get
{
// check for presence affecting commands as an initial pass.
double earliestStartTime = TimelineGroup.EarliestDisplayedTime ?? double.MaxValue;
foreach (var l in loops)
{
if (!(l.EarliestDisplayedTime is double lEarliest))
continue;
earliestStartTime = Math.Min(earliestStartTime, lEarliest);
}
if (earliestStartTime < double.MaxValue)
return earliestStartTime;
// if an alpha-affecting command was not found, use the earliest of any command.
earliestStartTime = TimelineGroup.StartTime;
foreach (var l in loops)
earliestStartTime = Math.Min(earliestStartTime, l.StartTime);
return earliestStartTime;
}
}
public double EndTime
{
get
{
double latestEndTime = TimelineGroup.EndTime;
foreach (var l in loops)
latestEndTime = Math.Max(latestEndTime, l.EndTime);
return latestEndTime;
}
}
public bool HasCommands => TimelineGroup.HasCommands || loops.Any(l => l.HasCommands);
private delegate void DrawablePropertyInitializer<in T>(Drawable drawable, T value);
private delegate void DrawableTransformer<in T>(Drawable drawable, T value, double duration, Easing easing);
public StoryboardSprite(string path, Anchor origin, Vector2 initialPosition)
{
Path = path;
Origin = origin;
InitialPosition = initialPosition;
}
public CommandLoop AddLoop(double startTime, int loopCount)
{
var loop = new CommandLoop(startTime, loopCount);
loops.Add(loop);
return loop;
}
public CommandTrigger AddTrigger(string triggerName, double startTime, double endTime, int groupNumber)
{
var trigger = new CommandTrigger(triggerName, startTime, endTime, groupNumber);
triggers.Add(trigger);
return trigger;
}
public virtual Drawable CreateDrawable()
=> new DrawableStoryboardSprite(this);
public void ApplyTransforms(Drawable drawable, IEnumerable<Tuple<CommandTimelineGroup, double>> triggeredGroups = null)
{
// For performance reasons, we need to apply the commands in order by start time. Not doing so will cause many functions to be interleaved, resulting in O(n^2) complexity.
// To achieve this, commands are "generated" as pairs of (command, initFunc, transformFunc) and batched into a contiguous list
// The list is then stably-sorted (to preserve command order), and applied to the drawable sequentially.
List<IGeneratedCommand> generated = new List<IGeneratedCommand>();
generateCommands(generated, getCommands(g => g.X, triggeredGroups), (d, value) => d.X = value, (d, value, duration, easing) => d.MoveToX(value, duration, easing));
generateCommands(generated, getCommands(g => g.Y, triggeredGroups), (d, value) => d.Y = value, (d, value, duration, easing) => d.MoveToY(value, duration, easing));
generateCommands(generated, getCommands(g => g.Scale, triggeredGroups), (d, value) => d.Scale = new Vector2(value), (d, value, duration, easing) => d.ScaleTo(value, duration, easing));
generateCommands(generated, getCommands(g => g.Rotation, triggeredGroups), (d, value) => d.Rotation = value, (d, value, duration, easing) => d.RotateTo(value, duration, easing));
generateCommands(generated, getCommands(g => g.Colour, triggeredGroups), (d, value) => d.Colour = value, (d, value, duration, easing) => d.FadeColour(value, duration, easing));
generateCommands(generated, getCommands(g => g.Alpha, triggeredGroups), (d, value) => d.Alpha = value, (d, value, duration, easing) => d.FadeTo(value, duration, easing));
generateCommands(generated, getCommands(g => g.BlendingParameters, triggeredGroups), (d, value) => d.Blending = value, (d, value, duration, easing) => d.TransformBlendingMode(value, duration),
false);
if (drawable is IVectorScalable vectorScalable)
{
generateCommands(generated, getCommands(g => g.VectorScale, triggeredGroups), (d, value) => vectorScalable.VectorScale = value,
(d, value, duration, easing) => vectorScalable.VectorScaleTo(value, duration, easing));
}
if (drawable is IFlippable flippable)
{
generateCommands(generated, getCommands(g => g.FlipH, triggeredGroups), (d, value) => flippable.FlipH = value, (d, value, duration, easing) => flippable.TransformFlipH(value, duration),
false);
generateCommands(generated, getCommands(g => g.FlipV, triggeredGroups), (d, value) => flippable.FlipV = value, (d, value, duration, easing) => flippable.TransformFlipV(value, duration),
false);
}
foreach (var command in generated.OrderBy(g => g.StartTime))
command.ApplyTo(drawable);
}
private void generateCommands<T>(List<IGeneratedCommand> resultList, IEnumerable<CommandTimeline<T>.TypedCommand> commands,
DrawablePropertyInitializer<T> initializeProperty, DrawableTransformer<T> transform, bool alwaysInitialize = true)
{
bool initialized = false;
foreach (var command in commands)
{
DrawablePropertyInitializer<T> initFunc = null;
if (!initialized)
{
if (alwaysInitialize || command.StartTime == command.EndTime)
initFunc = initializeProperty;
initialized = true;
}
resultList.Add(new GeneratedCommand<T>(command, initFunc, transform));
}
}
private IEnumerable<CommandTimeline<T>.TypedCommand> getCommands<T>(CommandTimelineSelector<T> timelineSelector, IEnumerable<Tuple<CommandTimelineGroup, double>> triggeredGroups)
{
var commands = TimelineGroup.GetCommands(timelineSelector);
foreach (var loop in loops)
commands = commands.Concat(loop.GetCommands(timelineSelector));
if (triggeredGroups != null)
{
foreach (var pair in triggeredGroups)
commands = commands.Concat(pair.Item1.GetCommands(timelineSelector, pair.Item2));
}
return commands;
}
public override string ToString()
=> $"{Path}, {Origin}, {InitialPosition}";
private interface IGeneratedCommand
{
double StartTime { get; }
void ApplyTo(Drawable drawable);
}
private readonly struct GeneratedCommand<T> : IGeneratedCommand
{
public double StartTime => command.StartTime;
private readonly DrawablePropertyInitializer<T> initializeProperty;
private readonly DrawableTransformer<T> transform;
private readonly CommandTimeline<T>.TypedCommand command;
public GeneratedCommand([NotNull] CommandTimeline<T>.TypedCommand command, [CanBeNull] DrawablePropertyInitializer<T> initializeProperty, [NotNull] DrawableTransformer<T> transform)
{
this.command = command;
this.initializeProperty = initializeProperty;
this.transform = transform;
}
public void ApplyTo(Drawable drawable)
{
initializeProperty?.Invoke(drawable, command.StartValue);
using (drawable.BeginAbsoluteSequence(command.StartTime))
{
transform(drawable, command.StartValue, 0, Easing.None);
transform(drawable, command.EndValue, command.Duration, command.Easing);
}
}
}
}
}