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I didn't move _every_ color here, but most of them. The ones I left behind are mostly just shades of gray. Closes #126
67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
//Copyright (c) 2007-2016 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 System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Game.Modes.Objects;
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using OpenTK.Graphics;
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using osu.Game.Graphics;
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namespace osu.Game.Beatmaps.Formats
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{
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public abstract class BeatmapDecoder
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{
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private static Dictionary<string, Type> decoders { get; } = new Dictionary<string, Type>();
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public static BeatmapDecoder GetDecoder(TextReader stream)
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{
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var line = stream.ReadLine().Trim();
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if (!decoders.ContainsKey(line))
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throw new IOException(@"Unknown file format");
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return (BeatmapDecoder)Activator.CreateInstance(decoders[line]);
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}
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protected static void AddDecoder<T>(string magic) where T : BeatmapDecoder
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{
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decoders[magic] = typeof(T);
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}
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public virtual Beatmap Decode(TextReader stream)
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{
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Beatmap b = ParseFile(stream);
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Process(b);
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return b;
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}
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public virtual Beatmap Process(Beatmap beatmap)
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{
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ApplyColours(beatmap);
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return beatmap;
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}
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protected abstract Beatmap ParseFile(TextReader stream);
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public virtual void ApplyColours(Beatmap b)
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{
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List<Color4> colours = b.ComboColors ?? new List<Color4> {
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OsuColor.Combo1,
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OsuColor.Combo2,
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OsuColor.Combo3,
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OsuColor.Combo4,
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};
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if (colours.Count == 0) return;
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int i = -1;
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foreach (HitObject h in b.HitObjects)
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{
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if (h.NewCombo || i == -1) i = (i + 1) % colours.Count;
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h.Colour = colours[i];
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}
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}
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}
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}
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