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Refactor SliderSelectionBlueprint
to not reference blueprint pieces for input handling
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@ -26,10 +26,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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AccentColour = Color4.Transparent
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};
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// SliderSelectionBlueprint relies on calling ReceivePositionalInputAt on this drawable to determine whether selection should occur.
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// Without AlwaysPresent, a movement in a parent container (ie. the editor composer area resizing) could cause incorrect input handling.
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AlwaysPresent = true;
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}
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[BackgroundDependencyLoader]
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@ -54,7 +50,5 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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}
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public void RecyclePath() => body.RecyclePath();
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => body.ReceivePositionalInputAt(screenSpacePos);
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}
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}
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@ -240,10 +240,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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new OsuMenuItem("Add control point", MenuItemType.Standard, () => addControlPoint(rightClickPosition)),
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};
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public override Vector2 ScreenSpaceSelectionPoint => BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
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public override Vector2 ScreenSpaceSelectionPoint => this.ToScreenSpace(slider.HitObject.StackedPosition);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;
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slider.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;
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protected virtual SliderCircleSelectionBlueprint CreateCircleSelectionBlueprint(DrawableSlider slider, SliderPosition position) => new SliderCircleSelectionBlueprint(slider, position);
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}
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