mirror of https://github.com/ppy/osu
123 lines
4.9 KiB
C#
123 lines
4.9 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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Storyboards
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{
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public class Storyboard
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{
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private readonly Dictionary<string, StoryboardLayer> layers = new Dictionary<string, StoryboardLayer>();
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public IEnumerable<StoryboardLayer> Layers => layers.Values;
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public BeatmapInfo BeatmapInfo = new BeatmapInfo();
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/// <summary>
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/// Whether the storyboard can fall back to skin sprites in case no matching storyboard sprites are found.
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/// </summary>
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public bool UseSkinSprites { get; set; }
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public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
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/// <summary>
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/// Across all layers, find the earliest point in time that a storyboard element exists at.
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/// Will return null if there are no elements.
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/// </summary>
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/// <remarks>
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/// This iterates all elements and as such should be used sparingly or stored locally.
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/// </remarks>
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public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
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/// <summary>
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/// Across all layers, find the latest point in time that a storyboard element ends at.
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/// Will return null if there are no elements.
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/// </summary>
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/// <remarks>
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/// This iterates all elements and as such should be used sparingly or stored locally.
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/// Videos and samples return StartTime as their EndTIme.
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/// </remarks>
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public double? LatestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.GetEndTime()).LastOrDefault()?.GetEndTime();
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/// <summary>
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/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
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/// </summary>
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private int minimumLayerDepth;
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public Storyboard()
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{
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layers.Add("Video", new StoryboardVideoLayer("Video", 4, false));
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layers.Add("Background", new StoryboardLayer("Background", 3));
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layers.Add("Fail", new StoryboardLayer("Fail", 2) { VisibleWhenPassing = false, });
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layers.Add("Pass", new StoryboardLayer("Pass", 1) { VisibleWhenFailing = false, });
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layers.Add("Foreground", new StoryboardLayer("Foreground", minimumLayerDepth = 0));
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layers.Add("Overlay", new StoryboardLayer("Overlay", int.MinValue));
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}
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public StoryboardLayer GetLayer(string name)
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{
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if (!layers.TryGetValue(name, out var layer))
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layers[name] = layer = new StoryboardLayer(name, --minimumLayerDepth);
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return layer;
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}
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/// <summary>
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/// Whether the beatmap's background should be hidden while this storyboard is being displayed.
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/// </summary>
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public bool ReplacesBackground
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{
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get
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{
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string backgroundPath = BeatmapInfo.Metadata.BackgroundFile;
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if (string.IsNullOrEmpty(backgroundPath))
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return false;
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// Importantly, do this after the NullOrEmpty because EF may have stored the non-nullable value as null to the database, bypassing compile-time constraints.
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backgroundPath = backgroundPath.ToLowerInvariant();
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return GetLayer("Background").Elements.Any(e => e.Path.ToLowerInvariant() == backgroundPath);
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}
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}
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public DrawableStoryboard CreateDrawable(IReadOnlyList<Mod>? mods = null) =>
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new DrawableStoryboard(this, mods);
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private static readonly string[] image_extensions = { @".png", @".jpg" };
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public Texture? GetTextureFromPath(string path, TextureStore textureStore)
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{
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string? resolvedPath = null;
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if (Path.HasExtension(path))
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{
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resolvedPath = BeatmapInfo.BeatmapSet?.GetPathForFile(path);
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}
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else
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{
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// Just doing this extension logic locally here for simplicity.
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//
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// A more "sane" path may be to use the ISkinSource.GetTexture path (which will use the extensions of the underlying TextureStore),
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// but comes with potential complexity (what happens if the user has beatmap skins disabled?).
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foreach (string ext in image_extensions)
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{
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if ((resolvedPath = BeatmapInfo.BeatmapSet?.GetPathForFile($"{path}{ext}")) != null)
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break;
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}
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}
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if (!string.IsNullOrEmpty(resolvedPath))
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return textureStore.Get(resolvedPath);
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return null;
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}
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}
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}
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