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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneDrawableStoryboardSprite.cs
T
Bartłomiej Dach 0e443b1c47 Add legacy storyboard encoder (#37790)
- Closes https://github.com/ppy/osu/issues/37757

Commit-by-commit reading is recommended. Commits will be split to PRs on
request but I consider this to be the minimal viable functional
increment.

## Done

- This adds a first version of a full storyboard encoder
(a66dc406f498e35d4e0c8f2a462e946a9a1aeccc). I expect there to be hiccups
due to weird corners of the `.osb` format; this is only intended to be
somewhat correct as a start to build upon. Storyboarders are asked to
file issues as necessary.
- Due to the fact that storyboard definitions can reside both in the
`.osu` and the `.osb`, b60698a95c4de1bfeb36fbb159fd5a6028920832 adds the
required storage to be able to tell which storyboard element lives
where, so that it can be decoded properly later.
- In c9d3e04a4135886b5b0943c85f3cc6f4fe99c84c, the storyboard decoder is
weaved into the beatmap decoder to handle the `.osu` part of the
storyboard, via the
`LegacyStoryboardEncoder.Encode{General,Events}ToBeatmap()` methods. For
`.osb`s, `LegacyStoryboardEncoder.EncodeStandaloneStoryboard()` is
intended, but for now is not used outside tests.
- Because of the above, dd1c4e43dc51154cd67860f096712f8b4f229661 removes
`Beatmap.UnhandledEventLines` as no longer required.
- 26ac417ed98a8937c42e5f52c4e15ef065a48902 adds tests. They are mostly
handwritten to ensure basic encode-decode roundtripping. Using existing
storyboards is difficult, see "Known issues" section as to why.
- 5cc542366db7caac38eb0729260d884905a2c0d5 fixes a bug in the storyboard
decoder where the trigger group number was not properly negated on
decode (see inline comment reference to relevant stable code).

## Known issues

- Any and all variables in the `[Variables]` section are inlined into
their usages by `LegacyStoryboardDecoder`, and as such
`LegacyStoryboardEncoder` will end up inlining them and discarding the
`[Variables]` section. As far as I can tell stable will also do this.
- `LegacyStoryboardDecoder` splits all `M` (move) commands into
`MX`/`MY` commands. Therefore, `LegacyStoryboardEncoder` will write out
things in the same split way. I did not put in effort to attempt to
reconcile this, for reasons of part laziness, part not wanting to bloat
this already-large diff.
- Ordering of storyboard samples on decode may not match the order on
decode. I'm crossing fingers this doesn't matter.
2026-05-20 17:46:51 +09:00

342 lines
13 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 System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.IO.Stores;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Storyboards;
using osu.Game.Storyboards.Drawables;
using osu.Game.Tests.Resources;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneDrawableStoryboardSprite : SkinnableTestScene
{
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
[Cached(typeof(Storyboard))]
private TestStoryboard storyboard { get; set; } = new TestStoryboard();
private IEnumerable<DrawableStoryboardSprite> sprites => this.ChildrenOfType<DrawableStoryboardSprite>();
private const string lookup_name = "hitcircleoverlay";
[Test]
public void TestSkinSpriteDisallowedByDefault()
{
AddStep("disallow all lookups", () =>
{
storyboard.UseSkinSprites = false;
storyboard.ProvideResources = false;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
AddAssert("sprite didn't find texture", () =>
sprites.All(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Texture == null)));
}
[Test]
public void TestSpriteFadeOverflowBehaviour()
{
ManualClock manualClock = new ManualClock();
AddStep("allow storyboard lookup", () =>
{
storyboard.UseSkinSprites = false;
storyboard.ProvideResources = true;
});
AddStep("create sprite", () => SetContents(_ =>
{
var layer = storyboard.GetLayer("Background");
var sprite = new StoryboardSprite(StoryboardElementSource.Beatmap, lookup_name, Anchor.TopLeft, new Vector2(256, 192));
sprite.Commands.AddAlpha(Easing.None, 0, 2000, 0, 2);
layer.Elements.Clear();
layer.Add(sprite);
return new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
storyboard.CreateDrawable().With(d => d.Clock = new FramedClock(manualClock))
}
};
}));
AddStep("seek to 1000 ms", () => manualClock.CurrentTime = 900);
AddUntilStep("sprite reached high opacity once", () => sprites.All(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Alpha > 0.8f)));
AddStep("seek to 2000 ms", () => manualClock.CurrentTime = 1100);
AddUntilStep("sprite reset to low opacity", () => sprites.All(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Alpha < 0.2f)));
AddStep("seek to 2000 ms", () => manualClock.CurrentTime = 1900);
AddUntilStep("sprite reached high opacity twice", () => sprites.All(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Alpha > 0.8f)));
}
[Test]
public void TestLookupFromStoryboard()
{
AddStep("allow storyboard lookup", () =>
{
storyboard.UseSkinSprites = false;
storyboard.ProvideResources = true;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
// Only checking for at least one sprite that succeeded, as not all skins in this test provide the hitcircleoverlay texture.
AddAssert("sprite found texture", () =>
sprites.Any(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Texture != null)));
assertStoryboardSourced();
}
[TestCase(false)]
[TestCase(true)]
public void TestVideo(bool scaleTransformProvided)
{
AddStep("allow storyboard lookup", () =>
{
storyboard.ProvideResources = true;
});
AddStep("create video", () => SetContents(_ =>
{
var layer = storyboard.GetLayer("Video");
var sprite = new StoryboardVideo(StoryboardElementSource.Beatmap, "Videos/test-video.mp4", Time.Current);
if (scaleTransformProvided)
{
sprite.Commands.AddScale(Easing.None, Time.Current, Time.Current + 1000, 1, 2);
sprite.Commands.AddScale(Easing.None, Time.Current + 1000, Time.Current + 2000, 2, 1);
}
layer.Elements.Clear();
layer.Add(sprite);
return new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
storyboard.CreateDrawable()
}
};
}));
}
[Test]
public void TestSkinLookupPreferredOverStoryboard()
{
AddStep("allow all lookups", () =>
{
storyboard.UseSkinSprites = true;
storyboard.ProvideResources = true;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
// Only checking for at least one sprite that succeeded, as not all skins in this test provide the hitcircleoverlay texture.
AddAssert("sprite found texture", () =>
sprites.Any(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Texture != null)));
assertSkinSourced();
}
[Test]
public void TestAllowLookupFromSkin()
{
AddStep("allow skin lookup", () =>
{
storyboard.UseSkinSprites = true;
storyboard.ProvideResources = false;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
// Only checking for at least one sprite that succeeded, as not all skins in this test provide the hitcircleoverlay texture.
AddAssert("sprite found texture", () =>
sprites.Any(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Texture != null)));
assertSkinSourced();
}
[Test]
public void TestFlippedSprite()
{
AddStep("allow all lookups", () =>
{
storyboard.UseSkinSprites = true;
storyboard.ProvideResources = true;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
AddStep("flip sprites", () => sprites.ForEach(s =>
{
s.FlipH = true;
s.FlipV = true;
}));
AddAssert("origin flipped", () => sprites.All(s => s.Origin == Anchor.BottomRight));
}
[Test]
public void TestZeroScale()
{
AddStep("allow all lookups", () =>
{
storyboard.UseSkinSprites = true;
storyboard.ProvideResources = true;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
AddAssert("sprites present", () => sprites.All(s => s.IsPresent));
AddStep("scale sprite", () => sprites.ForEach(s => s.VectorScale = new Vector2(0, 1)));
AddAssert("sprites not present", () => sprites.All(s => !s.IsPresent));
}
[Test]
public void TestNegativeScale()
{
AddStep("allow all lookups", () =>
{
storyboard.UseSkinSprites = true;
storyboard.ProvideResources = true;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
AddStep("scale sprite", () => sprites.ForEach(s => s.VectorScale = new Vector2(-1)));
AddAssert("origin flipped", () => sprites.All(s => s.Origin == Anchor.BottomRight));
}
[Test]
public void TestNegativeScaleWithFlippedSprite()
{
AddStep("allow all lookups", () =>
{
storyboard.UseSkinSprites = true;
storyboard.ProvideResources = true;
});
AddStep("create sprites", () => SetContents(_ => createSprite(lookup_name, Anchor.TopLeft, Vector2.Zero)));
AddStep("scale sprite", () => sprites.ForEach(s => s.VectorScale = new Vector2(-1)));
AddAssert("origin flipped", () => sprites.All(s => s.Origin == Anchor.BottomRight));
AddStep("flip sprites", () => sprites.ForEach(s =>
{
s.FlipH = true;
s.FlipV = true;
}));
AddAssert("origin back", () => sprites.All(s => s.Origin == Anchor.TopLeft));
}
private Drawable createSprite(string lookupName, Anchor origin, Vector2 initialPosition)
{
var layer = storyboard.GetLayer("Background");
var sprite = new StoryboardSprite(StoryboardElementSource.Beatmap, lookupName, origin, initialPosition);
var loop = sprite.AddLoopingGroup(Time.Current, 100);
loop.AddAlpha(Easing.None, 0, 10000, 1, 1);
layer.Elements.Clear();
layer.Add(sprite);
return new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
storyboard.CreateDrawable()
}
};
}
private void assertStoryboardSourced()
{
AddAssert("sprite came from storyboard", () =>
sprites.Any(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Size == new Vector2(200))));
}
private void assertSkinSourced()
{
AddAssert("sprite came from skin", () =>
sprites.Any(sprite => sprite.ChildrenOfType<Sprite>().All(s => s.Size == new Vector2(128))));
}
private partial class TestStoryboard : Storyboard
{
public override DrawableStoryboard CreateDrawable(IReadOnlyList<Mod>? mods = null)
{
return new TestDrawableStoryboard(this, mods);
}
public bool ProvideResources { get; set; }
public override string GetStoragePathFromStoryboardPath(string path) => ProvideResources ? path : string.Empty;
private partial class TestDrawableStoryboard : DrawableStoryboard
{
private readonly bool provideResources;
public TestDrawableStoryboard(TestStoryboard storyboard, IReadOnlyList<Mod>? mods)
: base(storyboard, mods)
{
provideResources = storyboard.ProvideResources;
}
protected override IResourceStore<byte[]> CreateResourceLookupStore() => provideResources
? new ResourcesTextureStore()
: new ResourceStore<byte[]>();
internal class ResourcesTextureStore : IResourceStore<byte[]>
{
private readonly DllResourceStore store;
public ResourcesTextureStore()
{
store = TestResources.GetStore();
}
public void Dispose() => store.Dispose();
public byte[] Get(string name) => store.Get(map(name));
public Task<byte[]> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken()) => store.GetAsync(map(name), cancellationToken);
public Stream GetStream(string name) => store.GetStream(map(name));
private string map(string name)
{
switch (name)
{
case lookup_name:
return "Resources/Textures/test-image.png";
default:
return $"Resources/{name}";
}
}
public IEnumerable<string> GetAvailableResources() => store.GetAvailableResources();
}
}
}
}
}