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Mode -> Ruleset.
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71
osu.Game/Rulesets/Replays/ReplayFrame.cs
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71
osu.Game/Rulesets/Replays/ReplayFrame.cs
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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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using OpenTK;
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namespace osu.Game.Rulesets.Replays
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{
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public class ReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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public bool IsImportant => MouseLeft || MouseRight;
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public float MouseX;
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public float MouseY;
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public bool MouseLeft => MouseLeft1 || MouseLeft2;
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public bool MouseRight => MouseRight1 || MouseRight2;
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public bool MouseLeft1
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{
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get { return (ButtonState & ReplayButtonState.Left1) > 0; }
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set { setButtonState(ReplayButtonState.Left1, value); }
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}
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public bool MouseRight1
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{
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get { return (ButtonState & ReplayButtonState.Right1) > 0; }
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set { setButtonState(ReplayButtonState.Right1, value); }
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}
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public bool MouseLeft2
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{
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get { return (ButtonState & ReplayButtonState.Left2) > 0; }
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set { setButtonState(ReplayButtonState.Left2, value); }
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}
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public bool MouseRight2
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{
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get { return (ButtonState & ReplayButtonState.Right2) > 0; }
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set { setButtonState(ReplayButtonState.Right2, value); }
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}
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private void setButtonState(ReplayButtonState singleButton, bool pressed)
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{
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if (pressed)
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ButtonState |= singleButton;
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else
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ButtonState &= ~singleButton;
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}
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public double Time;
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public ReplayButtonState ButtonState;
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protected ReplayFrame()
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{
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}
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public ReplayFrame(double time, float posX, float posY, ReplayButtonState buttonState)
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{
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MouseX = posX;
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MouseY = posY;
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ButtonState = buttonState;
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Time = time;
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}
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public override string ToString()
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{
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return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
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}
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}
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}
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