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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.
68 lines
2.3 KiB
C#
68 lines
2.3 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.Globalization;
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using osu.Game.Beatmaps.Formats;
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namespace osu.Game.Skinning
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{
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public class LegacySkinDecoder : LegacyDecoder<SkinConfiguration>
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{
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public LegacySkinDecoder()
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: base(1)
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{
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}
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protected override void ParseLine(SkinConfiguration skin, Section section, string line, bool isPrimaryStream)
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{
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if (section != Section.Colours)
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{
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var pair = SplitKeyVal(line);
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switch (section)
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{
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case Section.General:
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switch (pair.Key)
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{
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case @"Name":
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skin.SkinInfo.Name = pair.Value;
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return;
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case @"Author":
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skin.SkinInfo.Creator = pair.Value;
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return;
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case @"Version":
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if (pair.Value == "latest")
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skin.LegacyVersion = SkinConfiguration.LATEST_VERSION;
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else if (decimal.TryParse(pair.Value, NumberStyles.AllowDecimalPoint, CultureInfo.InvariantCulture, out decimal version))
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skin.LegacyVersion = version;
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return;
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}
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break;
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// osu!catch section only has colour settings
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// so no harm in handling the entire section
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case Section.CatchTheBeat:
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HandleColours(skin, line, true);
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return;
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}
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if (!string.IsNullOrEmpty(pair.Key))
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skin.ConfigDictionary[pair.Key] = pair.Value;
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}
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base.ParseLine(skin, section, line, isPrimaryStream);
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}
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protected override SkinConfiguration CreateTemplateObject()
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{
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var config = base.CreateTemplateObject();
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config.LegacyVersion = 1.0m;
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return config;
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}
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}
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}
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