1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 01:27:29 +08:00

Allow HitObjectMasks to handle drag events directly

This commit is contained in:
Dean Herbert 2018-04-06 10:29:34 +09:00
parent b87a92dbf8
commit 24b9a8c983
4 changed files with 26 additions and 19 deletions

View File

@ -32,6 +32,11 @@ namespace osu.Game.Rulesets.Edit
/// </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>
@ -99,7 +104,7 @@ namespace osu.Game.Rulesets.Edit
selectionRequested = true;
}
return base.OnMouseDown(state, args);
return IsSelected;
}
protected override bool OnClick(InputState state)
@ -108,11 +113,20 @@ namespace osu.Game.Rulesets.Edit
{
selectionRequested = true;
SelectionRequested?.Invoke(this, state);
return true;
}
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>

View File

@ -37,6 +37,8 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
maskContainer.MaskSelected += maskSelection.HandleSelected;
maskContainer.MaskDeselected += maskSelection.HandleDeselected;
maskContainer.MaskSelectionRequested += maskSelection.HandleSelectionRequested;
maskContainer.MaskDragRequested += maskSelection.HandleDrag;
maskSelection.DeselectAll = maskContainer.DeselectAll;
var dragLayer = new DragLayer(maskContainer.Select);

View File

@ -29,6 +29,11 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
/// </summary>
public event Action<HitObjectMask, InputState> MaskSelectionRequested;
/// <summary>
/// Invoked when any <see cref="HitObjectMask"/> requests drag.
/// </summary>
public event Action<HitObjectMask, InputState> MaskDragRequested;
private IEnumerable<HitObjectMask> aliveMasks => AliveInternalChildren.Cast<HitObjectMask>();
public MaskContainer()
@ -43,6 +48,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
drawable.Selected += onMaskSelected;
drawable.Deselected += onMaskDeselected;
drawable.SelectionRequested += onSelectionRequested;
drawable.DragRequested += onDragRequested;
}
public override bool Remove(HitObjectMask drawable)
@ -54,6 +60,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
drawable.Selected -= onMaskSelected;
drawable.Deselected -= onMaskDeselected;
drawable.SelectionRequested -= onSelectionRequested;
drawable.DragRequested -= onDragRequested;
}
return result;
@ -82,6 +89,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
private void onMaskSelected(HitObjectMask mask) => MaskSelected?.Invoke(mask);
private void onMaskDeselected(HitObjectMask mask) => MaskDeselected?.Invoke(mask);
private void onSelectionRequested(HitObjectMask mask, InputState state) => MaskSelectionRequested?.Invoke(mask, state);
private void onDragRequested(HitObjectMask mask, InputState state) => MaskDragRequested?.Invoke(mask, state);
protected override int Compare(Drawable x, Drawable y)
{

View File

@ -55,22 +55,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
#region User Input Handling
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => handleInput(state);
protected override bool OnDragStart(InputState state) => handleInput(state);
protected override bool OnDragEnd(InputState state) => true;
private bool handleInput(InputState state)
{
if (!selectedMasks.Any(m => m.ReceiveMouseInputAt(state.Mouse.NativeState.PositionMouseDown ?? state.Mouse.NativeState.Position)))
return false;
UpdateVisibility();
return true;
}
protected override bool OnDrag(InputState state)
public void HandleDrag(HitObjectMask m, InputState state)
{
// Todo: Various forms of snapping
@ -83,8 +68,6 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
break;
}
}
return true;
}
#endregion