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osu-lazer/osu.Game/Rulesets/Edit/HitObjectMask.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;
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using osu.Framework;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
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namespace osu.Game.Rulesets.Edit
{
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/// <summary>
/// A mask placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// </summary>
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public class HitObjectMask : CompositeDrawable, IStateful<SelectionState>
{
/// <summary>
/// Invoked when this <see cref="HitObjectMask"/> has been selected.
/// </summary>
public event Action<HitObjectMask> Selected;
/// <summary>
/// Invoked when this <see cref="HitObjectMask"/> has been deselected.
/// </summary>
public event Action<HitObjectMask> Deselected;
/// <summary>
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/// Invoked when this <see cref="HitObjectMask"/> has requested selection.
/// Will fire even if already selected. Does not actually perform selection.
/// </summary>
public event Action<HitObjectMask, InputState> SelectionRequested;
/// <summary>
/// Invoked when this <see cref="HitObjectMask"/> has requested drag.
/// </summary>
public event Action<HitObjectMask, InputState> DragRequested;
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectMask"/> applies to.
/// </summary>
public readonly DrawableHitObject HitObject;
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protected override bool ShouldBeAlive => HitObject.IsAlive && HitObject.IsPresent || State == SelectionState.Selected;
public override bool HandleMouseInput => ShouldBeAlive;
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public override bool RemoveWhenNotAlive => false;
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public HitObjectMask(DrawableHitObject hitObject)
{
HitObject = hitObject;
AlwaysPresent = true;
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Alpha = 0;
}
private SelectionState state;
public event Action<SelectionState> StateChanged;
public SelectionState State
{
get => state;
set
{
if (state == value) return;
state = value;
switch (state)
{
case SelectionState.Selected:
Show();
Selected?.Invoke(this);
break;
case SelectionState.NotSelected:
Hide();
Deselected?.Invoke(this);
break;
}
}
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}
/// <summary>
/// Selects this <see cref="HitObjectMask"/>, causing it to become visible.
/// </summary>
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public void Select() => State = SelectionState.Selected;
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/// <summary>
/// Deselects this <see cref="HitObjectMask"/>, causing it to become invisible.
/// </summary>
public void Deselect() => State = SelectionState.NotSelected;
public bool IsSelected => State == SelectionState.Selected;
private bool selectionRequested;
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
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selectionRequested = false;
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if (State == SelectionState.NotSelected)
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{
SelectionRequested?.Invoke(this, state);
selectionRequested = true;
}
return IsSelected;
}
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protected override bool OnClick(InputState state)
{
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if (State == SelectionState.Selected && !selectionRequested)
{
selectionRequested = true;
SelectionRequested?.Invoke(this, state);
return true;
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}
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return base.OnClick(state);
}
protected override bool OnDragStart(InputState state) => true;
protected override bool OnDrag(InputState state)
{
DragRequested?.Invoke(this, state);
return true;
}
/// <summary>
/// The screen-space point that causes this <see cref="HitObjectMask"/> to be selected.
/// </summary>
public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
/// <summary>
/// The screen-space quad that outlines this <see cref="HitObjectMask"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
}
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public enum SelectionState
{
NotSelected,
Selected
}
}