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Make HitObjectMaskLayer always create masks for all objects
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Edit
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return;
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}
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HitObjectMaskLayer hitObjectMaskLayer = new HitObjectMaskLayer(this);
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HitObjectMaskLayer hitObjectMaskLayer = new HitObjectMaskLayer(rulesetContainer.Playfield, this);
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SelectionLayer selectionLayer = new SelectionLayer(rulesetContainer.Playfield);
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var layerBelowRuleset = new BorderLayer
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@ -122,11 +122,6 @@ namespace osu.Game.Rulesets.Edit
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}
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};
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selectionLayer.ObjectSelected += hitObjectMaskLayer.AddOverlay;
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selectionLayer.ObjectDeselected += hitObjectMaskLayer.RemoveOverlay;
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selectionLayer.SelectionCleared += hitObjectMaskLayer.RemoveSelectionOverlay;
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selectionLayer.SelectionFinished += hitObjectMaskLayer.AddSelectionOverlay;
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toolboxCollection.Items =
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new[] { new RadioButton("Select", () => setCompositionTool(null)) }
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.Concat(
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@ -267,7 +262,7 @@ namespace osu.Game.Rulesets.Edit
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/// and handles all hitobject movement/pattern adjustments.
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/// </summary>
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/// <param name="overlays">The <see cref="DrawableHitObject"/> overlays.</param>
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public virtual SelectionBox CreateSelectionOverlay(IReadOnlyList<HitObjectMask> overlays) => new SelectionBox(overlays);
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public virtual SelectionBox CreateSelectionBox(IReadOnlyList<HitObjectMask> overlays) => new SelectionBox(overlays);
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/// <summary>
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/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
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@ -2,31 +2,43 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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public class HitObjectMaskLayer : CompositeDrawable
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{
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private readonly Playfield playfield;
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private readonly HitObjectComposer composer;
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private readonly Container<HitObjectMask> overlayContainer;
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public HitObjectMaskLayer(HitObjectComposer composer)
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public HitObjectMaskLayer(Playfield playfield, HitObjectComposer composer)
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{
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this.playfield = playfield;
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this.composer = composer;
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RelativeSizeAxes = Axes.Both;
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InternalChild = overlayContainer = new Container<HitObjectMask> { RelativeSizeAxes = Axes.Both };
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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foreach (var obj in playfield.HitObjects.Objects)
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addOverlay(obj);
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}
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/// <summary>
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/// Adds an overlay for a <see cref="DrawableHitObject"/> which adds movement support.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create an overlay for.</param>
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public void AddOverlay(DrawableHitObject hitObject)
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private void addOverlay(DrawableHitObject hitObject)
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{
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var overlay = composer.CreateMaskFor(hitObject);
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if (overlay == null)
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@ -39,7 +51,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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/// Removes the overlay for a <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to remove the overlay for.</param>
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public void RemoveOverlay(DrawableHitObject hitObject)
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private void removeOverlay(DrawableHitObject hitObject)
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{
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var existing = overlayContainer.FirstOrDefault(h => h.HitObject == hitObject);
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if (existing == null)
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@ -51,13 +63,13 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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private SelectionBox currentSelectionBox;
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public void AddSelectionOverlay()
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private void addSelectionBox()
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{
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if (overlayContainer.Count > 0)
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AddInternal(currentSelectionBox = composer.CreateSelectionOverlay(overlayContainer));
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AddInternal(currentSelectionBox = composer.CreateSelectionBox(overlayContainer));
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}
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public void RemoveSelectionOverlay()
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private void removeSelectionBox()
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{
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currentSelectionBox?.Hide();
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currentSelectionBox?.Expire();
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