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Adjust ruleset-specific namespaces
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// Copyright (c) 2007-2018 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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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public class HoldNoteSelectionBlueprint : SelectionBlueprint
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{
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public new DrawableHoldNote HitObject => (DrawableHoldNote)base.HitObject;
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly BodyPiece body;
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public HoldNoteSelectionBlueprint(DrawableHoldNote hold)
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: base(hold)
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{
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InternalChildren = new Drawable[]
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{
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new HoldNoteNoteSelectionBlueprint(hold.Head),
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new HoldNoteNoteSelectionBlueprint(hold.Tail),
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body = new BodyPiece
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{
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AccentColour = Color4.Transparent
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},
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, IScrollingInfo scrollingInfo)
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{
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body.BorderColour = colours.Yellow;
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direction.BindTo(scrollingInfo.Direction);
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}
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protected override void Update()
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{
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base.Update();
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Size = HitObject.DrawSize + new Vector2(0, HitObject.Tail.DrawHeight);
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Position = Parent.ToLocalSpace(HitObject.ScreenSpaceDrawQuad.TopLeft);
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// This is a side-effect of not matching the hitobject's anchors/origins, which is kinda hard to do
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// When scrolling upwards our origin is already at the top of the head note (which is the intended location),
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// but when scrolling downwards our origin is at the _bottom_ of the tail note (where we need to be at the _top_ of the tail note)
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if (direction.Value == ScrollingDirection.Down)
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Y -= HitObject.Tail.DrawHeight;
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}
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private class HoldNoteNoteSelectionBlueprint : NoteSelectionBlueprint
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{
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public HoldNoteNoteSelectionBlueprint(DrawableNote note)
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: base(note)
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{
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Select();
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}
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protected override void Update()
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{
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base.Update();
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Anchor = HitObject.Anchor;
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Origin = HitObject.Origin;
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Position = HitObject.DrawPosition;
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}
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// Todo: This is temporary, since the note masks don't do anything special yet. In the future they will handle input.
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public override bool HandlePositionalInput => false;
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}
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}
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}
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