mirror of
https://github.com/ppy/osu.git
synced 2024-12-18 07:22:57 +08:00
165 lines
5.0 KiB
C#
165 lines
5.0 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.IO;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Animations;
|
|
using osu.Framework.Graphics.Textures;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Skinning;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Storyboards.Drawables
|
|
{
|
|
public partial class DrawableStoryboardAnimation : TextureAnimation, IFlippable, IVectorScalable
|
|
{
|
|
public StoryboardAnimation Animation { get; }
|
|
|
|
private bool flipH;
|
|
|
|
public bool FlipH
|
|
{
|
|
get => flipH;
|
|
set
|
|
{
|
|
if (flipH == value)
|
|
return;
|
|
|
|
flipH = value;
|
|
Invalidate(Invalidation.MiscGeometry);
|
|
}
|
|
}
|
|
|
|
private bool flipV;
|
|
|
|
public bool FlipV
|
|
{
|
|
get => flipV;
|
|
set
|
|
{
|
|
if (flipV == value)
|
|
return;
|
|
|
|
flipV = value;
|
|
Invalidate(Invalidation.MiscGeometry);
|
|
}
|
|
}
|
|
|
|
private Vector2 vectorScale = Vector2.One;
|
|
|
|
public Vector2 VectorScale
|
|
{
|
|
get => vectorScale;
|
|
set
|
|
{
|
|
if (vectorScale == value)
|
|
return;
|
|
|
|
if (!Validation.IsFinite(value)) throw new ArgumentException($@"{nameof(VectorScale)} must be finite, but is {value}.");
|
|
|
|
vectorScale = value;
|
|
Invalidate(Invalidation.MiscGeometry);
|
|
}
|
|
}
|
|
|
|
public override bool RemoveWhenNotAlive => false;
|
|
|
|
protected override Vector2 DrawScale
|
|
=> new Vector2(FlipH ? -base.DrawScale.X : base.DrawScale.X, FlipV ? -base.DrawScale.Y : base.DrawScale.Y) * VectorScale;
|
|
|
|
public override Anchor Origin => StoryboardExtensions.AdjustOrigin(base.Origin, VectorScale, FlipH, FlipV);
|
|
|
|
public override bool IsPresent
|
|
=> !float.IsNaN(DrawPosition.X) && !float.IsNaN(DrawPosition.Y) && base.IsPresent;
|
|
|
|
public DrawableStoryboardAnimation(StoryboardAnimation animation)
|
|
{
|
|
Animation = animation;
|
|
Origin = animation.Origin;
|
|
Position = animation.InitialPosition;
|
|
Loop = animation.LoopType == AnimationLoopType.LoopForever;
|
|
Name = animation.Path;
|
|
|
|
LifetimeStart = animation.StartTime;
|
|
LifetimeEnd = animation.EndTimeForDisplay;
|
|
}
|
|
|
|
[Resolved]
|
|
private ISkinSource skin { get; set; }
|
|
|
|
[Resolved]
|
|
private IBeatSyncProvider beatSyncProvider { get; set; }
|
|
|
|
[Resolved]
|
|
private TextureStore textureStore { get; set; }
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(Storyboard storyboard)
|
|
{
|
|
if (storyboard.UseSkinSprites)
|
|
{
|
|
skin.SourceChanged += skinSourceChanged;
|
|
skinSourceChanged();
|
|
}
|
|
else
|
|
addFramesFromStoryboardSource();
|
|
|
|
Animation.ApplyTransforms(this);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
// Framework animation class tries its best to synchronise the animation at LoadComplete,
|
|
// but in some cases (such as fast forward) this results in an incorrect start offset.
|
|
//
|
|
// In the case of storyboard animations, we want to synchronise with game time perfectly
|
|
// so let's get a correct time based on gameplay clock and earliest transform.
|
|
PlaybackPosition = beatSyncProvider.Clock.CurrentTime - Animation.EarliestTransformTime;
|
|
}
|
|
|
|
private void skinSourceChanged()
|
|
{
|
|
ClearFrames();
|
|
|
|
// When reading from a skin, we match stables weird behaviour where `FrameCount` is ignored
|
|
// and resources are retrieved until the end of the animation.
|
|
var skinTextures = skin.GetTextures(Path.ChangeExtension(Animation.Path, null), default, default, true, string.Empty, null, out _);
|
|
|
|
if (skinTextures.Length > 0)
|
|
{
|
|
foreach (var texture in skinTextures)
|
|
AddFrame(texture, Animation.FrameDelay);
|
|
}
|
|
else
|
|
{
|
|
addFramesFromStoryboardSource();
|
|
}
|
|
}
|
|
|
|
private void addFramesFromStoryboardSource()
|
|
{
|
|
int frameIndex;
|
|
// sourcing from storyboard.
|
|
for (frameIndex = 0; frameIndex < Animation.FrameCount; frameIndex++)
|
|
AddFrame(textureStore.Get(getFramePath(frameIndex)), Animation.FrameDelay);
|
|
|
|
string getFramePath(int i) => Animation.Path.Replace(".", $"{i}.");
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (skin != null)
|
|
skin.SourceChanged -= skinSourceChanged;
|
|
}
|
|
}
|
|
}
|