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Improve sb sprite end time guessing
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@ -1,7 +1,6 @@
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// 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 osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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@ -46,32 +45,10 @@ namespace osu.Game.Storyboards
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}
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[JsonIgnore]
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public double CommandsStartTime
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{
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get
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{
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double min = double.MaxValue;
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for (int i = 0; i < timelines.Length; i++)
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min = Math.Min(min, timelines[i].StartTime);
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return min;
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}
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}
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public double CommandsStartTime => timelines.Min(static t => t.StartTime);
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[JsonIgnore]
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public double CommandsEndTime
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{
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get
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{
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double max = double.MinValue;
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for (int i = 0; i < timelines.Length; i++)
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max = Math.Max(max, timelines[i].EndTime);
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return max;
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}
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}
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public double CommandsEndTime => timelines.Max(static t => t.EndTime);
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[JsonIgnore]
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public double CommandsDuration => CommandsEndTime - CommandsStartTime;
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@ -83,19 +60,7 @@ namespace osu.Game.Storyboards
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public virtual double EndTime => CommandsEndTime;
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[JsonIgnore]
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public bool HasCommands
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{
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get
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{
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for (int i = 0; i < timelines.Length; i++)
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{
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if (timelines[i].HasCommands)
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return true;
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}
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return false;
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}
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}
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public bool HasCommands => timelines.Any(static t => t.HasCommands);
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public virtual IEnumerable<CommandTimeline<T>.TypedCommand> GetCommands<T>(CommandTimelineSelector<T> timelineSelector, double offset = 0)
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{
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@ -85,12 +85,56 @@ namespace osu.Game.Storyboards
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{
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get
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{
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double latestEndTime = TimelineGroup.EndTime;
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double latestEndTime = double.MaxValue;
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// Ignore the whole setup if there are loops. In theory they can be handled here too, however the logic will be overly complex.
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if (loops.Count == 0)
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{
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// Here we are starting from maximum value and trying to minimise the end time on each step.
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// There are few solid guesses we can make using which sprite's end time can be minimised: alpha = 0, scale = 0, colour.a = 0.
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double[] deathTimes =
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{
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double.MaxValue, // alpha
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double.MaxValue, // colour alpha
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double.MaxValue, // scale
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double.MaxValue, // scale x
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double.MaxValue, // scale y
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};
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// The loops below are following the same pattern.
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// We could be using TimelineGroup.EndValue here, however it's possible to have multiple commands with 0 value in a row
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// so we are saving the earliest of them.
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foreach (var alphaCommand in TimelineGroup.Alpha.Commands)
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{
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deathTimes[0] = alphaCommand.EndValue == 0
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? Math.Min(alphaCommand.EndTime, deathTimes[0]) // commands are ordered by the start time, however end time may vary. Save the earliest.
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: double.MaxValue; // If value isn't 0 (sprite becomes visible again), revert the saved state.
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}
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foreach (var colourCommand in TimelineGroup.Colour.Commands)
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deathTimes[1] = colourCommand.EndValue.A == 0 ? Math.Min(colourCommand.EndTime, deathTimes[1]) : double.MaxValue;
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foreach (var scaleCommand in TimelineGroup.Scale.Commands)
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deathTimes[2] = scaleCommand.EndValue == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[2]) : double.MaxValue;
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foreach (var scaleCommand in TimelineGroup.VectorScale.Commands)
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{
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deathTimes[3] = scaleCommand.EndValue.X == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[3]) : double.MaxValue;
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deathTimes[4] = scaleCommand.EndValue.Y == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[4]) : double.MaxValue;
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}
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// Take the minimum time of all the potential "death" reasons.
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latestEndTime = deathTimes.Min();
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}
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// If the logic above fails to find anything or discarded by the fact that there are loops present, latestEndTime will be double.MaxValue
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// and thus conservativeEndTime will be used.
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double conservativeEndTime = TimelineGroup.EndTime;
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foreach (var l in loops)
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latestEndTime = Math.Max(latestEndTime, l.StartTime + l.CommandsDuration * l.TotalIterations);
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conservativeEndTime = Math.Max(conservativeEndTime, l.StartTime + l.CommandsDuration * l.TotalIterations);
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return latestEndTime;
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return Math.Min(latestEndTime, conservativeEndTime);
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}
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}
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