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Move selection logic to MaskContainer

This commit is contained in:
Dean Herbert 2018-04-04 16:24:13 +09:00
parent d453c2589a
commit 4196bb8c24
2 changed files with 17 additions and 8 deletions

View File

@ -78,14 +78,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
box.Position = topLeft;
box.Size = bottomRight - topLeft;
foreach (var mask in maskContainer.AliveMasks)
{
if (mask.IsPresent && dragRectangle.Contains(mask.SelectionPoint))
mask.Select();
else
mask.Deselect();
}
maskContainer.Select(dragRectangle);
return true;
}

View File

@ -7,6 +7,7 @@ using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Edit;
using RectangleF = osu.Framework.Graphics.Primitives.RectangleF;
namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
@ -48,6 +49,21 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
return result;
}
/// <summary>
/// Select all masks in a given rectangle selection area.
/// </summary>
/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
public void Select(RectangleF rect)
{
foreach (var mask in AliveMasks)
{
if (mask.IsPresent && rect.Contains(mask.SelectionPoint))
mask.Select();
else
mask.Deselect();
}
}
private void onMaskSelected(HitObjectMask mask) => MaskSelected?.Invoke(mask);
private void onMaskDeselected(HitObjectMask mask) => MaskDeselected?.Invoke(mask);