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osu-lazer/osu.Game.Rulesets.Mania/UI/ManiaPlayfield.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Framework.Graphics.Containers;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Configuration;
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using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaPlayfield : ScrollingPlayfield
{
/// <summary>
/// Whether this playfield should be inverted. This flips everything inside the playfield.
/// </summary>
public readonly Bindable<bool> Inverted = new Bindable<bool>(true);
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/// <summary>
/// The style to use for the special column.
/// </summary>
public Bindable<SpecialColumnPosition> SpecialColumnPosition = new Bindable<SpecialColumnPosition>();
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public List<Column> Columns => stages.SelectMany(x => x.Columns).ToList();
private readonly List<ManiaStage> stages = new List<ManiaStage>();
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public ManiaPlayfield(List<StageDefinition> stageDefinitions)
: base(ScrollingDirection.Up)
{
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if (stageDefinitions == null)
throw new ArgumentNullException(nameof(stageDefinitions));
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if (stageDefinitions.Count <= 0)
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throw new ArgumentException("Can't have zero or fewer stages.");
Inverted.Value = true;
GridContainer playfieldGrid;
InternalChild = playfieldGrid = new GridContainer
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{
RelativeSizeAxes = Axes.Both,
Content = new[] { new Drawable[stageDefinitions.Count] }
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};
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int firstColumnIndex = 0;
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for (int i = 0; i < stageDefinitions.Count; i++)
{
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var newStage = new ManiaStage(i, firstColumnIndex, stageDefinitions[i]);
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newStage.SpecialColumn.BindTo(SpecialColumnPosition);
newStage.VisibleTimeRange.BindTo(VisibleTimeRange);
newStage.Inverted.BindTo(Inverted);
playfieldGrid.Content[0][i] = newStage;
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stages.Add(newStage);
AddNested(newStage);
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firstColumnIndex += newStage.Columns.Count;
}
}
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public override void Add(DrawableHitObject h) => getStageByColumn(((ManiaHitObject)h.HitObject).Column).Add(h);
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public void Add(BarLine barline) => stages.ForEach(s => s.Add(barline));
private ManiaStage getStageByColumn(int column)
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{
int sum = 0;
foreach (var stage in stages)
{
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sum = sum + stage.Columns.Count;
if (sum > column)
return stage;
}
return null;
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}
}
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}