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100 lines
3.9 KiB
C#
100 lines
3.9 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 System.Collections.Generic;
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using System.Linq;
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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.Game.Beatmaps;
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using osu.Game.Skinning;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Storyboards
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{
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public class Storyboard
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{
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private readonly Dictionary<string, StoryboardLayer> layers = new Dictionary<string, StoryboardLayer>();
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public IEnumerable<StoryboardLayer> Layers => layers.Values;
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public BeatmapInfo BeatmapInfo = new BeatmapInfo();
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/// <summary>
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/// Whether the storyboard can fall back to skin sprites in case no matching storyboard sprites are found.
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/// </summary>
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public bool UseSkinSprites { get; set; }
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public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
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/// <summary>
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/// Across all layers, find the earliest point in time that a storyboard element exists at.
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/// Will return null if there are no elements.
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/// </summary>
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/// <remarks>
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/// This iterates all elements and as such should be used sparingly or stored locally.
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/// </remarks>
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public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
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/// <summary>
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/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
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/// </summary>
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private int minimumLayerDepth;
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public Storyboard()
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{
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layers.Add("Video", new StoryboardLayer("Video", 4, false));
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layers.Add("Background", new StoryboardLayer("Background", 3));
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layers.Add("Fail", new StoryboardLayer("Fail", 2) { VisibleWhenPassing = false, });
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layers.Add("Pass", new StoryboardLayer("Pass", 1) { VisibleWhenFailing = false, });
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layers.Add("Foreground", new StoryboardLayer("Foreground", minimumLayerDepth = 0));
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layers.Add("Overlay", new StoryboardLayer("Overlay", int.MinValue));
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}
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public StoryboardLayer GetLayer(string name)
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{
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if (!layers.TryGetValue(name, out var layer))
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layers[name] = layer = new StoryboardLayer(name, --minimumLayerDepth);
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return layer;
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}
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/// <summary>
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/// Whether the beatmap's background should be hidden while this storyboard is being displayed.
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/// </summary>
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public bool ReplacesBackground
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{
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get
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{
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var backgroundPath = BeatmapInfo.BeatmapSet?.Metadata?.BackgroundFile?.ToLowerInvariant();
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if (backgroundPath == null)
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return false;
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return GetLayer("Background").Elements.Any(e => e.Path.ToLowerInvariant() == backgroundPath);
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}
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}
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public DrawableStoryboard CreateDrawable(WorkingBeatmap working = null)
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{
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var drawable = new DrawableStoryboard(this);
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drawable.Width = drawable.Height * (BeatmapInfo.WidescreenStoryboard ? 16 / 9f : 4 / 3f);
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return drawable;
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}
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public Drawable CreateSpriteFromResourcePath(string path, TextureStore textureStore)
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{
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Drawable drawable = null;
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var storyboardPath = BeatmapInfo.BeatmapSet?.Files?.Find(f => f.Filename.Equals(path, StringComparison.OrdinalIgnoreCase))?.FileInfo.StoragePath;
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if (storyboardPath != null)
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drawable = new Sprite { Texture = textureStore.Get(storyboardPath) };
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// if the texture isn't available locally in the beatmap, some storyboards choose to source from the underlying skin lookup hierarchy.
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else if (UseSkinSprites)
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drawable = new SkinnableSprite(path);
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return drawable;
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}
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}
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}
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