osu/osu.Game/Storyboards/Drawables/DrawableStoryboardAnimation.cs

155 lines
4.9 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.
#nullable disable
using System;
using System.IO;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Storyboards.Drawables
{
public partial class DrawableStoryboardAnimation : TextureAnimation, IFlippable, IVectorScalable
{
public StoryboardAnimation Animation { 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;
public DrawableStoryboardAnimation(StoryboardAnimation animation)
{
Animation = animation;
Origin = animation.Origin;
Position = animation.InitialPosition;
Loop = animation.LoopType == AnimationLoopType.LoopForever;
LifetimeStart = animation.StartTime;
LifetimeEnd = animation.EndTimeForDisplay;
}
[Resolved]
private ISkinSource skin { get; set; }
[Resolved]
private IBeatSyncProvider beatSyncProvider { get; set; }
[BackgroundDependencyLoader]
private void load(TextureStore textureStore, Storyboard storyboard)
{
int frameIndex = 0;
Texture frameTexture = storyboard.GetTextureFromPath(getFramePath(frameIndex), textureStore);
if (frameTexture != null)
{
// sourcing from storyboard.
for (frameIndex = 0; frameIndex < Animation.FrameCount; frameIndex++)
{
AddFrame(storyboard.GetTextureFromPath(getFramePath(frameIndex), textureStore), Animation.FrameDelay);
}
}
else if (storyboard.UseSkinSprites)
{
// fallback to skin if required.
skin.SourceChanged += skinSourceChanged;
skinSourceChanged();
}
Animation.ApplyTransforms(this);
}
protected override void LoadComplete()
{
base.LoadComplete();
// Framework animation class tries its best to synchronise the animation at LoadComplete,
// but in some cases (such as fast forward) this results in an incorrect start offset.
//
// In the case of storyboard animations, we want to synchronise with game time perfectly
// so let's get a correct time based on gameplay clock and earliest transform.
PlaybackPosition = beatSyncProvider.Clock.CurrentTime - Animation.EarliestTransformTime;
}
private void skinSourceChanged()
{
ClearFrames();
// When reading from a skin, we match stables weird behaviour where `FrameCount` is ignored
// and resources are retrieved until the end of the animation.
foreach (var texture in skin.GetTextures(Path.GetFileNameWithoutExtension(Animation.Path)!, default, default, true, string.Empty, out _))
AddFrame(texture, Animation.FrameDelay);
}
private string getFramePath(int i) => Animation.Path.Replace(".", $"{i}.");
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (skin != null)
skin.SourceChanged -= skinSourceChanged;
}
}
}