mirror of
https://github.com/ppy/osu.git
synced 2026-05-27 14:50:45 +08:00
0e443b1c47
- 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.
90 lines
3.9 KiB
C#
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));
|
|
}
|
|
}
|
|
}
|