1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-24 22:32:55 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/SliderBodyPiece.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

63 lines
2.0 KiB
C#
Raw Normal View History

// 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.
2022-06-17 15:37:17 +08:00
#nullable disable
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Osu.Objects;
2020-12-04 19:21:53 +08:00
using osu.Game.Rulesets.Osu.Skinning.Default;
2018-11-20 15:51:59 +08:00
using osuTK;
using osuTK.Graphics;
2018-11-07 15:08:56 +08:00
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
public class SliderBodyPiece : BlueprintPiece<Slider>
{
private readonly ManualSliderBody body;
/// <summary>
/// Offset in absolute (local) coordinates from the start of the curve.
/// </summary>
public Vector2 PathStartLocation => body.PathOffset;
public SliderBodyPiece()
{
InternalChild = body = new ManualSliderBody
{
AccentColour = Color4.Transparent
};
// SliderSelectionBlueprint relies on calling ReceivePositionalInputAt on this drawable to determine whether selection should occur.
// Without AlwaysPresent, a movement in a parent container (ie. the editor composer area resizing) could cause incorrect input handling.
AlwaysPresent = true;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
body.BorderColour = colours.Yellow;
}
public override void UpdateFrom(Slider hitObject)
{
base.UpdateFrom(hitObject);
body.PathRadius = hitObject.Scale * OsuHitObject.OBJECT_RADIUS;
var vertices = new List<Vector2>();
hitObject.Path.GetPathToProgress(vertices, 0, 1);
body.SetVertices(vertices);
Size = body.Size;
OriginPosition = body.PathOffset;
}
public void RecyclePath() => body.RecyclePath();
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => body.ReceivePositionalInputAt(screenSpacePos);
}
}