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Add basic mania skin parsing
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@ -41,6 +41,7 @@ namespace osu.Game.Beatmaps.Formats
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section = Section.None;
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}
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OnBeginNewSection(section);
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continue;
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}
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@ -57,6 +58,14 @@ namespace osu.Game.Beatmaps.Formats
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protected virtual bool ShouldSkipLine(string line) => string.IsNullOrWhiteSpace(line) || line.AsSpan().TrimStart().StartsWith("//".AsSpan(), StringComparison.Ordinal);
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/// <summary>
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/// Invoked when a new <see cref="Section"/> has been entered.
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/// </summary>
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/// <param name="section">The entered <see cref="Section"/>.</param>
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protected virtual void OnBeginNewSection(Section section)
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{
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}
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protected virtual void ParseLine(T output, Section section, string line)
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{
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line = StripComments(line);
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@ -139,7 +148,8 @@ namespace osu.Game.Beatmaps.Formats
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Colours,
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HitObjects,
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Variables,
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Fonts
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Fonts,
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Mania
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}
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internal class LegacyDifficultyControlPoint : DifficultyControlPoint
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30
osu.Game/Skinning/LegacyManiaSkinConfiguration.cs
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30
osu.Game/Skinning/LegacyManiaSkinConfiguration.cs
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@ -0,0 +1,30 @@
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// 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;
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namespace osu.Game.Skinning
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{
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public class LegacyManiaSkinConfiguration
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{
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public readonly int Keys;
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public readonly float[] ColumnLineWidth;
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public readonly float[] ColumnSpacing;
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public readonly float[] ColumnWidth;
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public float HitPosition = 124.8f; // (480 - 402) * 1.6f
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public LegacyManiaSkinConfiguration(int keys)
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{
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Keys = keys;
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ColumnLineWidth = new float[keys + 1];
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ColumnSpacing = new float[keys - 1];
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ColumnWidth = new float[keys];
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ColumnLineWidth.AsSpan().Fill(2);
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ColumnWidth.AsSpan().Fill(48);
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}
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}
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}
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106
osu.Game/Skinning/LegacyManiaSkinDecoder.cs
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106
osu.Game/Skinning/LegacyManiaSkinDecoder.cs
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@ -0,0 +1,106 @@
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// 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.Diagnostics;
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using System.Globalization;
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using osu.Game.Beatmaps.Formats;
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namespace osu.Game.Skinning
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{
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public class LegacyManiaSkinDecoder : LegacyDecoder<List<LegacyManiaSkinConfiguration>>
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{
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private const float size_scale_factor = 1.6f;
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public LegacyManiaSkinDecoder()
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: base(1)
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{
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}
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private readonly List<string> pendingLines = new List<string>();
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private LegacyManiaSkinConfiguration currentConfig;
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protected override void OnBeginNewSection(Section section)
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{
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base.OnBeginNewSection(section);
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// If a new section is reached with pending lines remaining, they can all be discarded as there isn't a valid configuration to parse them into.
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pendingLines.Clear();
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currentConfig = null;
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}
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protected override void ParseLine(List<LegacyManiaSkinConfiguration> output, Section section, string line)
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{
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line = StripComments(line);
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switch (section)
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{
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case Section.Mania:
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var pair = SplitKeyVal(line);
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switch (pair.Key)
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{
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case "Keys":
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currentConfig = new LegacyManiaSkinConfiguration(int.Parse(pair.Value, CultureInfo.InvariantCulture));
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output.Add(currentConfig);
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// All existing lines can be flushed now that we have a valid configuration.
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flushPendingLines();
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break;
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default:
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pendingLines.Add(line);
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// Hold all lines until a "Keys" item is found.
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if (currentConfig != null)
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flushPendingLines();
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break;
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}
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break;
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}
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}
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private void flushPendingLines()
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{
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Debug.Assert(currentConfig != null);
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foreach (var line in pendingLines)
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{
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var pair = SplitKeyVal(line);
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switch (pair.Key)
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{
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case "ColumnLineWidth":
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parseArrayValue(pair.Value, currentConfig.ColumnLineWidth);
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break;
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case "ColumnSpacing":
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parseArrayValue(pair.Value, currentConfig.ColumnSpacing);
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break;
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case "ColumnWidth":
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parseArrayValue(pair.Value, currentConfig.ColumnWidth);
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break;
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case "HitPosition":
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currentConfig.HitPosition = (480 - float.Parse(pair.Value, CultureInfo.InvariantCulture)) * size_scale_factor;
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break;
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}
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}
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}
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private void parseArrayValue(string value, float[] output)
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{
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string[] values = value.Split(',');
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for (int i = 0; i < values.Length; i++)
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{
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if (i >= output.Length)
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break;
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output[i] = float.Parse(values[i], CultureInfo.InvariantCulture) * size_scale_factor;
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}
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}
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}
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}
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