mirror of https://github.com/ppy/osu
165 lines
5.0 KiB
C#
165 lines
5.0 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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#nullable disable
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using System;
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using System.IO;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Storyboards.Drawables
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{
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public partial class DrawableStoryboardAnimation : TextureAnimation, IFlippable, IVectorScalable
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{
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public StoryboardAnimation Animation { get; }
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private bool flipH;
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public bool FlipH
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{
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get => flipH;
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set
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{
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if (flipH == value)
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return;
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flipH = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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private bool flipV;
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public bool FlipV
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{
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get => flipV;
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set
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{
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if (flipV == value)
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return;
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flipV = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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private Vector2 vectorScale = Vector2.One;
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public Vector2 VectorScale
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{
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get => vectorScale;
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set
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{
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if (vectorScale == value)
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return;
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if (!Validation.IsFinite(value)) throw new ArgumentException($@"{nameof(VectorScale)} must be finite, but is {value}.");
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vectorScale = value;
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Invalidate(Invalidation.MiscGeometry);
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}
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}
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public override bool RemoveWhenNotAlive => false;
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protected override Vector2 DrawScale
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=> new Vector2(FlipH ? -base.DrawScale.X : base.DrawScale.X, FlipV ? -base.DrawScale.Y : base.DrawScale.Y) * VectorScale;
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public override Anchor Origin => StoryboardExtensions.AdjustOrigin(base.Origin, VectorScale, FlipH, FlipV);
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public override bool IsPresent
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=> !float.IsNaN(DrawPosition.X) && !float.IsNaN(DrawPosition.Y) && base.IsPresent;
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public DrawableStoryboardAnimation(StoryboardAnimation animation)
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{
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Animation = animation;
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Origin = animation.Origin;
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Position = animation.InitialPosition;
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Loop = animation.LoopType == AnimationLoopType.LoopForever;
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Name = animation.Path;
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LifetimeStart = animation.StartTime;
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LifetimeEnd = animation.EndTimeForDisplay;
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}
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[Resolved]
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private ISkinSource skin { get; set; }
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[Resolved]
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private IBeatSyncProvider beatSyncProvider { get; set; }
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[Resolved]
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private TextureStore textureStore { get; set; }
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[BackgroundDependencyLoader]
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private void load(Storyboard storyboard)
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{
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if (storyboard.UseSkinSprites)
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{
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skin.SourceChanged += skinSourceChanged;
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skinSourceChanged();
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}
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else
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addFramesFromStoryboardSource();
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Animation.ApplyTransforms(this);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// Framework animation class tries its best to synchronise the animation at LoadComplete,
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// but in some cases (such as fast forward) this results in an incorrect start offset.
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//
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// In the case of storyboard animations, we want to synchronise with game time perfectly
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// so let's get a correct time based on gameplay clock and earliest transform.
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PlaybackPosition = beatSyncProvider.Clock.CurrentTime - Animation.EarliestTransformTime;
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}
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private void skinSourceChanged()
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{
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ClearFrames();
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// When reading from a skin, we match stables weird behaviour where `FrameCount` is ignored
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// and resources are retrieved until the end of the animation.
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var skinTextures = skin.GetTextures(Path.ChangeExtension(Animation.Path, null), default, default, true, string.Empty, null, out _);
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if (skinTextures.Length > 0)
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{
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foreach (var texture in skinTextures)
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AddFrame(texture, Animation.FrameDelay);
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}
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else
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{
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addFramesFromStoryboardSource();
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}
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}
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private void addFramesFromStoryboardSource()
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{
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int frameIndex;
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// sourcing from storyboard.
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for (frameIndex = 0; frameIndex < Animation.FrameCount; frameIndex++)
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AddFrame(textureStore.Get(getFramePath(frameIndex)), Animation.FrameDelay);
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string getFramePath(int i) => Animation.Path.Replace(".", $"{i}.");
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (skin != null)
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skin.SourceChanged -= skinSourceChanged;
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}
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}
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}
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