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osu-lazer/osu.Game.Rulesets.Mania/Edit/Blueprints/HoldNoteSelectionBlueprint.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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using osu.Framework.Allocation;
using osu.Framework.Configuration;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
public class HoldNoteSelectionBlueprint : ManiaSelectionBlueprint
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{
public new DrawableHoldNote HitObject => (DrawableHoldNote)base.HitObject;
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly BodyPiece body;
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public HoldNoteSelectionBlueprint(DrawableHoldNote hold)
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: base(hold)
{
InternalChildren = new Drawable[]
{
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new HoldNoteNoteSelectionBlueprint(hold.Head),
new HoldNoteNoteSelectionBlueprint(hold.Tail),
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body = new BodyPiece
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{
AccentColour = Color4.Transparent
},
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, IScrollingInfo scrollingInfo)
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{
body.BorderColour = colours.Yellow;
direction.BindTo(scrollingInfo.Direction);
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}
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protected override void Update()
{
base.Update();
Size = HitObject.DrawSize + new Vector2(0, HitObject.Tail.DrawHeight);
// This is a side-effect of not matching the hitobject's anchors/origins, which is kinda hard to do
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// When scrolling upwards our origin is already at the top of the head note (which is the intended location),
// but when scrolling downwards our origin is at the _bottom_ of the tail note (where we need to be at the _top_ of the tail note)
if (direction.Value == ScrollingDirection.Down)
Y -= HitObject.Tail.DrawHeight;
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}
public override Quad SelectionQuad => ScreenSpaceDrawQuad;
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private class HoldNoteNoteSelectionBlueprint : NoteSelectionBlueprint
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{
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public HoldNoteNoteSelectionBlueprint(DrawableNote note)
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: base(note)
{
Select();
}
protected override void Update()
{
base.Update();
Anchor = HitObject.Anchor;
Origin = HitObject.Origin;
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Position = HitObject.DrawPosition;
}
// Todo: This is temporary, since the note masks don't do anything special yet. In the future they will handle input.
public override bool HandlePositionalInput => false;
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}
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}
}