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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithIntro.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

90 lines
3.9 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 System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Play;
using osu.Game.Storyboards;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneStoryboardWithIntro : PlayerTestScene
{
protected override bool HasCustomSteps => true;
protected override bool AllowFail => true;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = new Beatmap();
beatmap.HitObjects.Add(new HitCircle { StartTime = firstObjectStartTime });
return beatmap;
}
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
{
return base.CreateWorkingBeatmap(beatmap, createStoryboard(storyboardStartTime));
}
private Storyboard createStoryboard(double startTime)
{
var storyboard = new Storyboard();
var sprite = new StoryboardSprite(StoryboardElementSource.Beatmap, "unknown", Anchor.TopLeft, Vector2.Zero);
sprite.Commands.AddAlpha(Easing.None, startTime, 0, 0, 1);
storyboard.GetLayer("Background").Add(sprite);
return storyboard;
}
private double firstObjectStartTime;
private double storyboardStartTime;
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true));
AddStep("set dim level to 0", () => LocalConfig.SetValue<double>(OsuSetting.DimLevel, 0));
AddStep("reset first hitobject time", () => firstObjectStartTime = 0);
AddStep("reset storyboard start time", () => storyboardStartTime = 0);
}
[TestCase(-5000, 0)]
[TestCase(-5000, 30000)]
public void TestStoryboardSingleSkip(double storyboardStart, double firstObject)
{
AddStep($"set storyboard start time to {storyboardStart}", () => storyboardStartTime = storyboardStart);
AddStep($"set first object start time to {firstObject}", () => firstObjectStartTime = firstObject);
CreateTest();
AddStep("skip", () => InputManager.Key(osuTK.Input.Key.Space));
AddAssert("skip performed", () => Player.ChildrenOfType<SkipOverlay>().Any(s => s.SkipCount == 1));
AddUntilStep("gameplay clock advanced", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(firstObject - 2000));
}
[Test]
public void TestStoryboardDoubleSkip()
{
AddStep("set storyboard start time to -11000", () => storyboardStartTime = -11000);
AddStep("set first object start time to 11000", () => firstObjectStartTime = 11000);
CreateTest();
AddStep("skip", () => InputManager.Key(osuTK.Input.Key.Space));
AddAssert("skip performed", () => Player.ChildrenOfType<SkipOverlay>().Any(s => s.SkipCount == 1));
AddUntilStep("gameplay clock advanced", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
AddStep("skip", () => InputManager.Key(osuTK.Input.Key.Space));
AddAssert("skip performed", () => Player.ChildrenOfType<SkipOverlay>().Any(s => s.SkipCount == 2));
AddUntilStep("gameplay clock advanced", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(9000));
}
}
}