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osu-lazer/osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Primitives;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
public abstract partial class HitObjectSelectionBlueprint : SelectionBlueprint<HitObject>
{
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectSelectionBlueprint"/> applies to.
/// </summary>
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public DrawableHitObject DrawableObject { get; internal set; }
/// <summary>
/// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive.
/// </summary>
protected virtual bool AlwaysShowWhenSelected => false;
/// <summary>
/// Whether extra animations should be shown to convey hit position / state in addition to gameplay animations.
/// </summary>
protected Bindable<bool> ShowHitMarkers { get; private set; }
protected override bool ShouldBeAlive => (DrawableObject?.IsAlive == true && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
protected HitObjectSelectionBlueprint(HitObject hitObject)
: base(hitObject)
{
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
ShowHitMarkers = config.GetBindable<bool>(OsuSetting.EditorShowHitMarkers);
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
}
public abstract partial class HitObjectSelectionBlueprint<T> : HitObjectSelectionBlueprint
where T : HitObject
{
public T HitObject => (T)Item;
protected HitObjectSelectionBlueprint(T item)
: base(item)
{
}
}
}