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osu-lazer/osu.Game/Storyboards/Drawables/DrawableStoryboardSprite.cs
T

142 lines
4.5 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;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Storyboards.Drawables
{
public partial class DrawableStoryboardSprite : Sprite, IFlippable, IVectorScalable
{
public StoryboardSprite Sprite { 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;
protected override void Update()
{
base.Update();
// In stable, alpha transforms exceeding values of 1 would result in sprites disappearing from view.
// See https://github.com/peppy/osu-stable-reference/blob/08e3dafd525934cf48880b08e91c24ce4ad8b761/osu!/Graphics/Sprites/pSprite.cs#L413-L414
//
// Over the years, storyboard(ers) have taken advantage of this to create "flicker" patterns.
// This is quite a common technique, so we are reproducing it here for now.
//
// NOTE TO FUTURE VISITORS: If we do ever update the storyboard spec, we may want to move such flicker effects to their
// own transform type, and make this a legacy behaviour. It feels very flimsy.
if (Alpha > 1) Alpha %= 1;
}
[Resolved]
private ISkinSource skin { get; set; } = null!;
[Resolved]
private TextureStore textureStore { get; set; } = null!;
public DrawableStoryboardSprite(StoryboardSprite sprite)
{
Sprite = sprite;
Origin = sprite.Origin;
Position = sprite.InitialPosition;
Name = sprite.Path;
LifetimeStart = sprite.StartTime;
LifetimeEnd = sprite.EndTimeForDisplay;
}
[BackgroundDependencyLoader]
private void load(Storyboard storyboard)
{
if (storyboard.UseSkinSprites)
{
skin.SourceChanged += skinSourceChanged;
skinSourceChanged();
}
else
Texture = textureStore.Get(Sprite.Path, WrapMode.ClampToEdge, WrapMode.ClampToEdge);
Sprite.ApplyTransforms(this);
}
private void skinSourceChanged()
{
Texture = skin.GetTexture(Sprite.Path, WrapMode.ClampToEdge, WrapMode.ClampToEdge) ??
textureStore.Get(Sprite.Path, WrapMode.ClampToEdge, WrapMode.ClampToEdge);
// Setting texture will only update the size if it's zero.
// So let's force an explicit update.
Size = new Vector2(Texture?.DisplayWidth ?? 0, Texture?.DisplayHeight ?? 0);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (skin.IsNotNull())
skin.SourceChanged -= skinSourceChanged;
}
}
}