Files
osukey/osu.Game/Storyboards/Storyboard.cs
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

110 lines
4.5 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.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Skinning;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Storyboards
{
public class Storyboard
{
private readonly Dictionary<string, StoryboardLayer> layers = new Dictionary<string, StoryboardLayer>();
public IEnumerable<StoryboardLayer> Layers => layers.Values;
public BeatmapInfo BeatmapInfo = new BeatmapInfo();
/// <summary>
/// Whether the storyboard can fall back to skin sprites in case no matching storyboard sprites are found.
/// </summary>
public bool UseSkinSprites { get; set; }
public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
/// <summary>
/// Across all layers, find the earliest point in time that a storyboard element exists at.
/// Will return null if there are no elements.
/// </summary>
/// <remarks>
/// This iterates all elements and as such should be used sparingly or stored locally.
/// </remarks>
public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
/// <summary>
/// Across all layers, find the latest point in time that a storyboard element ends at.
/// Will return null if there are no elements.
/// </summary>
/// <remarks>
/// This iterates all elements and as such should be used sparingly or stored locally.
/// Videos and samples return StartTime as their EndTIme.
/// </remarks>
public double? LatestEventTime => Layers.SelectMany(l => l.Elements).OrderByDescending(e => e.EndTime).FirstOrDefault()?.EndTime;
/// <summary>
/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
/// </summary>
private int minimumLayerDepth;
public Storyboard()
{
layers.Add("Video", new StoryboardLayer("Video", 4, false));
layers.Add("Background", new StoryboardLayer("Background", 3));
layers.Add("Fail", new StoryboardLayer("Fail", 2) { VisibleWhenPassing = false, });
layers.Add("Pass", new StoryboardLayer("Pass", 1) { VisibleWhenFailing = false, });
layers.Add("Foreground", new StoryboardLayer("Foreground", minimumLayerDepth = 0));
layers.Add("Overlay", new StoryboardLayer("Overlay", int.MinValue));
}
public StoryboardLayer GetLayer(string name)
{
if (!layers.TryGetValue(name, out var layer))
layers[name] = layer = new StoryboardLayer(name, --minimumLayerDepth);
return layer;
}
/// <summary>
/// Whether the beatmap's background should be hidden while this storyboard is being displayed.
/// </summary>
public bool ReplacesBackground
{
get
{
var backgroundPath = BeatmapInfo.BeatmapSet?.Metadata?.BackgroundFile?.ToLowerInvariant();
if (backgroundPath == null)
return false;
return GetLayer("Background").Elements.Any(e => e.Path.ToLowerInvariant() == backgroundPath);
}
}
public DrawableStoryboard CreateDrawable(WorkingBeatmap working = null)
{
var drawable = new DrawableStoryboard(this);
drawable.Width = drawable.Height * (BeatmapInfo.WidescreenStoryboard ? 16 / 9f : 4 / 3f);
return drawable;
}
public Drawable CreateSpriteFromResourcePath(string path, TextureStore textureStore)
{
Drawable drawable = null;
var storyboardPath = BeatmapInfo.BeatmapSet?.Files?.Find(f => f.Filename.Equals(path, StringComparison.OrdinalIgnoreCase))?.FileInfo.StoragePath;
if (storyboardPath != null)
drawable = new Sprite { Texture = textureStore.Get(storyboardPath) };
// if the texture isn't available locally in the beatmap, some storyboards choose to source from the underlying skin lookup hierarchy.
else if (UseSkinSprites)
drawable = new SkinnableSprite(path);
return drawable;
}
}
}