// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using osu.Game.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.Replays.Legacy; using osu.Game.Rulesets.Replays.Types; namespace osu.Game.Rulesets.Mania.Replays { public class ManiaReplayFrame : ReplayFrame, IConvertibleReplayFrame { public List Actions = new List(); public ManiaReplayFrame() { } public ManiaReplayFrame(double time, params ManiaAction[] actions) : base(time) { Actions.AddRange(actions); } public void ConvertFrom(LegacyReplayFrame legacyFrame, IBeatmap beatmap) { // We don't need to fully convert, just create the converter var converter = new ManiaBeatmapConverter(beatmap); // NB: Via co-op mod, osu-stable can have two stages with floor(col/2) and ceil(col/2) columns. This will need special handling // elsewhere in the game if we do choose to support the old co-op mod anyway. For now, assume that there is only one stage. var stage = new StageDefinition { Columns = converter.TargetColumns }; var normalAction = ManiaAction.Key1; var specialAction = ManiaAction.Special1; int activeColumns = (int)(legacyFrame.MouseX ?? 0); int counter = 0; while (activeColumns > 0) { var isSpecial = stage.IsSpecialColumn(counter); if ((activeColumns & 1) > 0) Actions.Add(isSpecial ? specialAction : normalAction); if (isSpecial) specialAction++; else normalAction++; counter++; activeColumns >>= 1; } } } }