Commit Graph

198 Commits

Author SHA1 Message Date
Dean Herbert c38126ba9d Make mods argument optional for storyboard construction 2022-03-04 12:05:02 +09:00
Salman Ahmed 3630ab2db2 Remove unnecessary nullability of storyboard mods list 2022-03-03 00:09:12 +03:00
Salman Ahmed cbb8dc2891 Fix storyboard samples rate not adjusted from actual gameplay mods 2022-03-02 20:56:18 +03:00
Dean Herbert e49da2948d Fix storyboard background replacement logic not working for beatmaps with multiple backgrounds
In the case where the background image of individual difficulties is
different, querying the beatmap *set*'s metadata as we were will cause
issues.

I haven't added test coverage for this but can if required. Can be
manually tested using https://osu.ppy.sh/beatmapsets/1595773#osu/3377474
(specifically the highest difficulty).

Closes https://github.com/ppy/osu/discussions/16873.
2022-02-18 16:24:19 +09:00
Dean Herbert 6eb2c28e41 Rename `RealmContextFactory` to `RealmAccess` 2022-01-24 20:38:07 +09:00
Dean Herbert b2d09b7b10 Fix further warnings 2022-01-12 23:42:12 +09:00
Dean Herbert eb70a1eeb7 Replace compatibility properties with direct references 2022-01-12 18:13:14 +09:00
Dean Herbert 167c399e8a Fix invalid DI resolution of `RealmFileStore` 2022-01-12 17:00:16 +09:00
Dean Herbert 00e3af3366 Update model manager and many related classes to get things compiling again 2022-01-12 17:00:00 +09:00
Dean Herbert e6fdd0e969 Miscellaneous fixes that don't fit elsewhere 2022-01-12 16:39:36 +09:00
Dean Herbert 79dd9674fc Use longer form to read better
Using `l.StartTime` reads like a coding issue, even though if you go
down the call chain looks to be correct.
2021-12-14 17:41:09 +09:00
Dan Balasescu 357a661379 Fix storyboard sprites sometimes starting too early 2021-12-14 13:13:12 +09:00
Dean Herbert 59e763467f Move `StoragePath` implementation to an extension method 2021-11-19 16:08:38 +09:00
Dean Herbert 7c2e79f911 Update all simple cases of switching to `IWorkingBeatmap` 2021-11-17 20:56:57 +09:00
Dean Herbert b80c02b757 Fix crash on gameplay startup if beatmap has no background 2021-11-04 17:24:40 +09:00
Dean Herbert d1e6d1cb98 Update some other missed incorrect null/empty usages 2021-11-04 14:50:43 +09:00
Dean Herbert 6944151486 Apply batch fixing of built-in types using `var` 2021-10-27 13:04:41 +09:00
Dean Herbert 3faafd7200 Rename parameter to `repeatCount` and add guards 2021-10-01 18:26:29 +09:00
Sebastian Krajewski f148fbcc94 Cap LoopCount to at least 1 2021-09-29 00:59:08 +02:00
Dean Herbert 06d1bd971c Default `DrawableStoryboard` to a completed state to avoid state change on empty storyboards 2021-06-18 16:08:49 +09:00
Dean Herbert 00b3eea840 Merge branch 'legacy-skin-default-fallback' into fix-skin-sample-lookup 2021-05-31 21:39:04 +09:00
Dean Herbert 631d217f78 Remove no longer necessary conditional access 2021-05-28 15:42:35 +09:00
Dean Herbert 6268bbea85 Merge branch 'master' into fix-skin-sample-lookup 2021-05-28 14:47:35 +09:00
Dean Herbert 70a844ac10 Remove `allowFallback` parameters completely 2021-05-27 14:50:42 +09:00
Dean Herbert 342acadae2 Change LINQ query for better readability 2021-05-25 18:51:51 +09:00
Dean Herbert 871ca8054f Rename classes as per review feedback 2021-05-25 18:50:33 +09:00
Dean Herbert 5ea948aabe Bypass 640x480 coordinate space for video storyboard elements
This allows the `FillMode.Fill` to take up the full space of the
storyboard container.
2021-05-25 16:17:29 +09:00
Dean Herbert 0c55bba220 Allow storyboards to be widescreen if only a video element exists
This matches stable behaviour, which will allow videos to display
filling the screen if they are the only thing contained within the
"storyboard".
2021-05-25 16:07:19 +09:00
Dean Herbert e3507d5453 Move `DrawableStoryboard`'s aspect application to inside its own class 2021-05-25 16:06:39 +09:00
Dean Herbert 18779b1d1e Cache last event time value to avoid super expensive LINQ 2021-05-04 16:48:13 +09:00
Dean Herbert ffc88db47a Implement Duration via the interface 2021-05-04 16:04:59 +09:00
Dean Herbert bb9fa1a25e
Merge branch 'master' into play-storyboard-outro 2021-05-04 14:01:34 +09:00
smoogipoo d28eb399a4 Fix storyboard sample lifetimes not set if seeked past 2021-04-20 17:14:48 +09:00
Christine Chen 98460c8feb Rename IStoryboardElementHasDuration, remove unnecessary step in tests, add Duration field 2021-04-18 20:20:14 -04:00
Salman Ahmed f6a09be62d Add further xmldoc 2021-04-18 07:25:49 +03:00
Christine Chen 97bacbdc76 Show score after the end of the storyboard after it was toggled 2021-04-17 18:10:21 -04:00
Christine Chen e40cb6797d Use GetEndTime() to get storyboard endtime 2021-04-17 15:27:48 -04:00
Christine Chen 5a015290b9 Add remarks back to LatestEventTime 2021-04-17 12:34:38 -04:00
Christine Chen b15838b220 Move storyboard outro logic to DrawableStoryboard 2021-04-16 00:59:10 -04:00
Christine Chen 0e545e1ed9 Add IHasDuration interface with EndTime for storyboard elements to implement 2021-04-15 17:17:02 -04:00
Christine Chen 25b8c2f257 Allow skipping storyboard outro
Reuses SkipOverlay by calculating the endtime of the storyboard and using that as a "start point". Upon skipping the outro the score is instantly shown.
When the end of the storyboard is reached the score screen automatically shows up. If the player holds ESC (pause) during the outro, the score is displayed

The storyboard endtime is calculated by getting the latest endtime of the storyboard's elements, or simply returning 0 if there is no storyboard.

Co-Authored-By: Marlina José <marlina@umich.edu>
2021-04-15 13:20:40 -04:00
Christine Chen 16d34bcc0a Expose the latest end time of storyboard elements
Co-authored-by: Marlina Bowring <marlina@umich.edu>
2021-04-12 23:08:43 -04:00
Dean Herbert efb4a366d4
Fix xmldoc explaining incorrect behaviour
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2021-03-11 12:15:59 +09:00
Dean Herbert 8aaba32431 Fix storyboard commands occurring before the earliest point of visibility delaying gameplay
In osu-stable, storyboard intros start from the first command, but in
the case of storyboard drawables which have an initial hidden state, all
commands before the time at which they become visible (ie. the first
command where `Alpha` increases to a non-zero value) are ignored.

This brings lazer in line with that behaviour. It also removes several
unnecessary LINQ calls.

Note that the alpha check being done in its own pass is important, as
it must be the "minimum present alpha across all command groups,
including loops". This is what makes the implementation slightly
complex.

Closes #11981.
2021-03-09 15:55:12 +09:00
smoogipoo dff1d80f39 Update HasFlag usages to HasFlagFast 2021-02-25 15:38:56 +09:00
Dean Herbert 05982f42ab Add more comprehensive commenting and simplify base call logic
We can call the base method regardless for better safety. Worst case
it's just going to run `Stop()` twice anyway.
2021-02-01 16:43:54 +09:00
Mysfit ee89aa159c Removed blank line 2021-01-26 23:12:26 -05:00
Mysfit 690feb1c1e Allow looping storyboard samples to follow the base samplePlaybackDisabled event logic. 2021-01-26 23:08:51 -05:00
Mysfit 3307e8357f DrawableStoryboardSample event method override for SamplePlaybackDisabledChanged 2021-01-26 00:36:32 -05:00
Bartłomiej Dach b692abd3c2 Simplify condition from two to one operand 2021-01-22 20:35:34 +01:00