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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using OpenTK;
namespace osu.Game.Rulesets.Edit
{
public class PlacementMask : CompositeDrawable, IRequireHighFrequencyMousePosition
{
/// <summary>
/// Invoked when the placement of <see cref="HitObject"/> has finished.
/// </summary>
public event Action<HitObject> PlacementFinished;
/// <summary>
/// The <see cref="HitObject"/> that is being placed.
/// </summary>
protected readonly HitObject HitObject;
public PlacementMask(HitObject hitObject)
{
HitObject = hitObject;
}
[BackgroundDependencyLoader]
private void load(IBindableBeatmap workingBeatmap)
{
HitObject.ApplyDefaults(workingBeatmap.Value.Beatmap.ControlPointInfo, workingBeatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
}
/// <summary>
/// Finishes the placement of <see cref="HitObject"/>.
/// </summary>
public void Finish() => PlacementFinished?.Invoke(HitObject);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
protected override bool Handle(UIEvent e)
{
base.Handle(e);
switch (e)
{
case MouseEvent _:
return true;
default:
return false;
}
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
Position = e.MousePosition;
return true;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
PlacementFinished = null;
}
}
}