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Implement mask layering (incomplete)
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58
osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs
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58
osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs
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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.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Screens.Compose;
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using osu.Game.Screens.Edit.Screens.Compose.Layers;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Mania.Edit
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{
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public class ManiaHitObjectComposer : HitObjectComposer
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{
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public BindableBeatDivisor BeatDivisor;
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public ManiaHitObjectComposer(Ruleset ruleset, BindableBeatDivisor beatDivisor)
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: base(ruleset)
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{
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BeatDivisor = beatDivisor;
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}
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protected override RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => new ManiaEditRulesetContainer(ruleset, beatmap, BeatDivisor);
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protected override IReadOnlyList<ICompositionTool> CompositionTools => new ICompositionTool[]
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{
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new HitObjectCompositionTool<Note>("Note"),
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new HitObjectCompositionTool<HoldNote>("Hold"),
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};
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// TODO: According to another proposal, extend this to support multiple layers for mania maps
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// The logic could be moving all the layers that the beatmap has simultaneously
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// To avoid using too many resources, this could be changed to simply changing the Alpha to something
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// between 0.25f to 0.5f for notes that are in other layers (and may be also not selected)
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// Will also need a tool to navigate through layers
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// Please ignore the comment above, I just wanted to write my thoughts down so that I do not forget in 2 months when I get around to it
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public override HitObjectMask CreateMaskFor(DrawableHitObject hitObject)
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{
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switch (hitObject)
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{
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case DrawableNote note:
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return new NoteMask(note);
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case DrawableHoldNote holdNote:
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return new HoldNoteMask(holdNote);
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}
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return base.CreateMaskFor(hitObject);
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}
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protected override HitObjectMaskLayer CreateHitObjectMaskLayer() => new ManiaHitObjectMaskLayer((ManiaEditPlayfield)RulesetContainer.Playfield, this);
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}
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}
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