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165 lines
6.5 KiB
C#
165 lines
6.5 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.Game.Storyboards.Commands;
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using osu.Game.Storyboards.Drawables;
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using osuTK;
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namespace osu.Game.Storyboards
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{
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public class StoryboardSprite : IStoryboardElementWithDuration
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{
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private readonly List<StoryboardLoopingGroup> loopGroups = new List<StoryboardLoopingGroup>();
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private readonly List<StoryboardTriggerGroup> triggerGroups = new List<StoryboardTriggerGroup>();
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public string Path { get; }
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public bool IsDrawable => HasCommands;
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public Anchor Origin;
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public Vector2 InitialPosition;
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public readonly StoryboardCommandGroup Group = new StoryboardCommandGroup();
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public double StartTime
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{
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get
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{
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// To get the initial start time, we need to check whether the first alpha command to exist (across all loops) has a StartValue of zero.
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// A StartValue of zero governs, above all else, the first valid display time of a sprite.
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//
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// You can imagine that the first command of each type decides that type's start value, so if the initial alpha is zero,
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// anything before that point can be ignored (the sprite is not visible after all).
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var alphaCommands = new List<(double startTime, bool isZeroStartValue)>();
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var command = Group.Alpha.FirstOrDefault();
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if (command != null) alphaCommands.Add((command.StartTime, command.StartValue == 0));
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foreach (var loop in loopGroups)
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{
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command = loop.Alpha.FirstOrDefault();
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if (command != null) alphaCommands.Add((command.StartTime + loop.LoopStartTime, command.StartValue == 0));
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}
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if (alphaCommands.Count > 0)
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{
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var firstAlpha = alphaCommands.MinBy(t => t.startTime);
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if (firstAlpha.isZeroStartValue)
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return firstAlpha.startTime;
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}
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return EarliestTransformTime;
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}
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}
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public double EarliestTransformTime
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{
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get
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{
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// If we got to this point, either no alpha commands were present, or the earliest had a non-zero start value.
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// The sprite's StartTime will be determined by the earliest command, regardless of type.
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double earliestStartTime = Group.StartTime;
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foreach (var l in loopGroups)
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earliestStartTime = Math.Min(earliestStartTime, l.StartTime);
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return earliestStartTime;
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}
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}
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public double EndTime
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{
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get
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{
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double latestEndTime = Group.EndTime;
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foreach (var l in loopGroups)
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latestEndTime = Math.Max(latestEndTime, l.EndTime);
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return latestEndTime;
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}
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}
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public double EndTimeForDisplay
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{
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get
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{
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double latestEndTime = Group.StartTime;
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foreach (var l in loopGroups)
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latestEndTime = Math.Max(latestEndTime, l.StartTime + l.Duration * l.TotalIterations);
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return latestEndTime;
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}
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}
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public bool HasCommands => Group.HasCommands || loopGroups.Any(l => l.HasCommands);
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public StoryboardSprite(string path, Anchor origin, Vector2 initialPosition)
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{
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Path = path;
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Origin = origin;
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InitialPosition = initialPosition;
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}
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public virtual Drawable CreateDrawable() => new DrawableStoryboardSprite(this);
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public StoryboardLoopingGroup AddLoopingGroup(double loopStartTime, int repeatCount)
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{
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var loop = new StoryboardLoopingGroup(loopStartTime, repeatCount);
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loopGroups.Add(loop);
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return loop;
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}
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public StoryboardTriggerGroup AddTriggerGroup(string triggerName, double startTime, double endTime, int groupNumber)
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{
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var trigger = new StoryboardTriggerGroup(triggerName, startTime, endTime, groupNumber);
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triggerGroups.Add(trigger);
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return trigger;
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}
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public override string ToString() => $"{Path}, {Origin}, {InitialPosition}";
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public void ApplyTransforms(Drawable drawable, IEnumerable<Tuple<StoryboardCommandGroup, double>>? triggeredGroups = null)
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{
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// For performance reasons, we need to apply the commands in order by start time. Not doing so will cause many functions to be interleaved, resulting in O(n^2) complexity.
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var commands = Group.GetAllCommands();
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commands = commands.Concat(loopGroups.SelectMany(l => l.GetAllCommands()));
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// todo: triggers are not implemented yet.
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// if (triggeredGroups != null)
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// commands = commands.Concat(triggeredGroups.SelectMany(tuple => tuple.Item1.GetAllCommands(tuple.Item2)));
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foreach (var command in commands.OrderBy(c => c.StartTime))
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{
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using (drawable.BeginAbsoluteSequence(command.StartTime))
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command.ApplyTransform(drawable);
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}
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}
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// todo: need to revisit property initialisation. apparently it has to be done per first command of every affected property (transforms are supposed to do that already?).
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// private void generateCommands<T>(List<IGeneratedCommand> resultList, IEnumerable<StoryboardCommandList<T>.TypedCommand> commands,
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// DrawablePropertyInitializer<T> initializeProperty, DrawableTransform<T> transform, bool alwaysInitialize = true)
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// {
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// bool initialized = false;
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//
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// foreach (var command in commands)
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// {
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// DrawablePropertyInitializer<T>? initFunc = null;
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//
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// if (!initialized)
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// {
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// if (alwaysInitialize || command.StartTime == command.EndTime)
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// initFunc = initializeProperty;
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// initialized = true;
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// }
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//
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// resultList.Add(new GeneratedCommand<T>(command, initFunc, transform));
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// }
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// }
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}
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}
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