mirror of https://github.com/ppy/osu
56 lines
2.2 KiB
C#
56 lines
2.2 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
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namespace osu.Game.Storyboards.Drawables
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{
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internal interface IFlippable : ITransformable
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{
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bool FlipH { get; set; }
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bool FlipV { get; set; }
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}
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internal class TransformFlipH : Transform<bool, IFlippable>
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{
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private bool valueAt(double time)
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=> time < EndTime ? StartValue : EndValue;
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public override string TargetMember => nameof(IFlippable.FlipH);
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protected override void Apply(IFlippable d, double time) => d.FlipH = valueAt(time);
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protected override void ReadIntoStartValue(IFlippable d) => StartValue = d.FlipH;
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}
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internal class TransformFlipV : Transform<bool, IFlippable>
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{
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private bool valueAt(double time)
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=> time < EndTime ? StartValue : EndValue;
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public override string TargetMember => nameof(IFlippable.FlipV);
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protected override void Apply(IFlippable d, double time) => d.FlipV = valueAt(time);
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protected override void ReadIntoStartValue(IFlippable d) => StartValue = d.FlipV;
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}
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internal static class FlippableExtensions
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{
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/// <summary>
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/// Adjusts <see cref="IFlippable.FlipH"/> after a delay.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public static TransformSequence<T> TransformFlipH<T>(this T flippable, bool newValue, double delay = 0)
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where T : class, IFlippable
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=> flippable.TransformTo(flippable.PopulateTransform(new TransformFlipH(), newValue, delay));
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/// <summary>
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/// Adjusts <see cref="IFlippable.FlipV"/> after a delay.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public static TransformSequence<T> TransformFlipV<T>(this T flippable, bool newValue, double delay = 0)
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where T : class, IFlippable
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=> flippable.TransformTo(flippable.PopulateTransform(new TransformFlipV(), newValue, delay));
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}
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}
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