2017-02-07 12:59:30 +08:00
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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2016-09-02 19:30:27 +08:00
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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2017-04-18 15:05:58 +08:00
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.UI;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Framework.Graphics.Containers;
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using System;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using OpenTK.Input;
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using System.Linq;
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using System.Collections.Generic;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Timing;
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using osu.Framework.Input;
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2016-09-02 19:30:27 +08:00
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2017-04-18 15:05:58 +08:00
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class ManiaPlayfield : Playfield<ManiaHitObject, ManiaJudgement>
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{
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public const float HIT_TARGET_POSITION = 50;
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private const float time_span_default = 20000;
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private const float time_span_min = 10;
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private const float time_span_max = 50000;
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private const float time_span_step = 1000;
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/// <summary>
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/// Default column keys, expanding outwards from the middle as more column are added.
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/// E.g. 2 columns use FJ, 4 columns use DFJK, 6 use SDFJKL, etc...
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/// </summary>
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private static readonly Key[] default_keys = { Key.A, Key.S, Key.D, Key.F, Key.J, Key.K, Key.L, Key.Semicolon };
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private SpecialColumnPosition specialColumnPosition;
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/// <summary>
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/// The style to use for the special column.
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/// </summary>
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public SpecialColumnPosition SpecialColumnPosition
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{
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get { return specialColumnPosition; }
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set
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{
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if (IsLoaded)
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throw new InvalidOperationException($"Setting {nameof(SpecialColumnPosition)} after the playfield is loaded requires re-creating the playfield.");
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specialColumnPosition = value;
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}
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}
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public readonly FlowContainer<Column> Columns;
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private readonly TimeRelativeContainer barlineContainer;
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private List<Color4> normalColumnColours = new List<Color4>();
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private Color4 specialColumnColour;
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private readonly int columnCount;
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public ManiaPlayfield(int columnCount, IEnumerable<TimingSection> timingSections)
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{
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this.columnCount = columnCount;
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if (columnCount <= 0)
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throw new ArgumentException("Can't have zero or fewer columns.");
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Children = new Drawable[]
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{
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new Container
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black
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},
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Columns = new FillFlowContainer<Column>
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{
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Name = "Columns",
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RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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Direction = FillDirection.Horizontal,
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Padding = new MarginPadding { Left = 1, Right = 1 },
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Spacing = new Vector2(1, 0)
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},
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barlineContainer = new TimeRelativeContainer(timingSections)
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{
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Name = "Barlines",
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = HIT_TARGET_POSITION }
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}
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}
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}
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};
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for (int i = 0; i < columnCount; i++)
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Columns.Add(new Column(timingSections));
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TimeSpan = time_span_default;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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normalColumnColours = new List<Color4>
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{
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colours.RedDark,
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colours.GreenDark
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};
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specialColumnColour = colours.BlueDark;
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// Set the special column + colour + key
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for (int i = 0; i < columnCount; i++)
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{
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Column column = Columns.Children.ElementAt(i);
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column.IsSpecial = isSpecialColumn(i);
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if (!column.IsSpecial)
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continue;
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column.Key = Key.Space;
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column.AccentColour = specialColumnColour;
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}
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var nonSpecialColumns = Columns.Children.Where(c => !c.IsSpecial).ToList();
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// We'll set the colours of the non-special columns in a separate loop, because the non-special
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// column colours are mirrored across their centre and special styles mess with this
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for (int i = 0; i < Math.Ceiling(nonSpecialColumns.Count / 2f); i++)
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{
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Color4 colour = normalColumnColours[i % normalColumnColours.Count];
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nonSpecialColumns[i].AccentColour = colour;
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nonSpecialColumns[nonSpecialColumns.Count - 1 - i].AccentColour = colour;
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}
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// We'll set the keys for non-special columns in another separate loop because it's not mirrored like the above colours
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// Todo: This needs to go when we get to bindings and use Button1, ..., ButtonN instead
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for (int i = 0; i < nonSpecialColumns.Count; i++)
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{
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Column column = nonSpecialColumns[i];
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int keyOffset = default_keys.Length / 2 - nonSpecialColumns.Count / 2 + i;
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if (keyOffset >= 0 && keyOffset < default_keys.Length)
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column.Key = default_keys[keyOffset];
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else
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// There is no default key defined for this column. Let's set this to Unknown for now
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// however note that this will be gone after bindings are in place
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column.Key = Key.Unknown;
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}
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}
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/// <summary>
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/// Whether the column index is a special column for this playfield.
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/// </summary>
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/// <param name="column">The 0-based column index.</param>
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/// <returns>Whether the column is a special column.</returns>
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private bool isSpecialColumn(int column)
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{
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switch (SpecialColumnPosition)
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{
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default:
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case SpecialColumnPosition.Normal:
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return columnCount % 2 == 1 && column == columnCount / 2;
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case SpecialColumnPosition.Left:
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return column == 0;
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case SpecialColumnPosition.Right:
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return column == columnCount - 1;
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}
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}
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2017-05-10 15:32:11 +08:00
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public override void Add(DrawableHitObject<ManiaHitObject, ManiaJudgement> h) => Columns.Children.ElementAt(h.HitObject.Column).Add(h);
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat)
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return false;
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if (state.Keyboard.ControlPressed)
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{
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switch (args.Key)
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{
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case Key.Minus:
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TimeSpan += time_span_step;
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break;
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case Key.Plus:
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TimeSpan -= time_span_step;
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break;
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}
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}
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return false;
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}
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private double timeSpan;
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/// <summary>
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/// The amount of time which the length of the playfield spans.
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/// </summary>
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public double TimeSpan
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{
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get { return timeSpan; }
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set
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{
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if (timeSpan == value)
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return;
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timeSpan = value;
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barlineContainer.TimeSpan = value;
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Columns.Children.ForEach(c => c.TimingSectionContainer.TimeSpan = value);
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}
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}
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}
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}
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