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Make show/hide only invoked once each
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819cba31ce
commit
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@ -1,6 +1,8 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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@ -18,8 +20,18 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
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public abstract class PlacementBlueprint : CompositeDrawable, IRequireHighFrequencyMousePosition
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public abstract class PlacementBlueprint : CompositeDrawable, IStateful<PlacementState>, IRequireHighFrequencyMousePosition
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{
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/// <summary>
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/// Invoked when <see cref="State"/> has changed.
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/// </summary>
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public event Action<PlacementState> StateChanged;
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently being placed, but has not necessarily finished being placed.
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/// </summary>
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public bool PlacementBegun { get; private set; }
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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/// </summary>
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@ -51,7 +63,25 @@ namespace osu.Game.Rulesets.Edit
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ApplyDefaultsToHitObject();
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}
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public bool PlacementBegun { get; private set; }
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private PlacementState state;
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public PlacementState State
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{
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get => state;
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set
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{
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if (state == value)
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return;
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state = value;
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if (state == PlacementState.Shown)
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Show();
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else
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Hide();
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StateChanged?.Invoke(value);
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}
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has started.
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@ -95,4 +125,10 @@ namespace osu.Game.Rulesets.Edit
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}
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}
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}
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public enum PlacementState
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{
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Hidden,
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Shown,
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}
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}
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@ -134,10 +134,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.Update();
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if (composer.RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position))
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currentPlacement?.Show();
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if (currentPlacement != null)
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{
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bool cursorInPlayfield = composer.RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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if (cursorInPlayfield)
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currentPlacement.State = PlacementState.Shown;
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else if (currentPlacement?.PlacementBegun == false)
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currentPlacement?.Hide();
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currentPlacement.State = PlacementState.Hidden;
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}
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}
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/// <summary>
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@ -153,7 +158,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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