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