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mirror of https://github.com/ppy/osu.git synced 2024-12-14 08:43:01 +08:00

Pass down input state instead of parent lookup

This commit is contained in:
Dean Herbert 2018-04-04 20:06:45 +09:00
parent 2b15555ede
commit 94c3f38541
3 changed files with 7 additions and 6 deletions

View File

@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Edit
/// Invoked when this <see cref="HitObjectMask"/> has requested selection.
/// Will fire even if already selected. Does not actually perform selection.
/// </summary>
public event Action<HitObjectMask> SelectionRequested;
public event Action<HitObjectMask, InputState> SelectionRequested;
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectMask"/> applies to.
@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Edit
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
SelectionRequested?.Invoke(this);
SelectionRequested?.Invoke(this, state);
return base.OnMouseDown(state, args);
}

View File

@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Game.Rulesets.Edit;
using RectangleF = osu.Framework.Graphics.Primitives.RectangleF;
@ -26,7 +27,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
/// <summary>
/// Invoked when any <see cref="HitObjectMask"/> requests selection.
/// </summary>
public event Action<HitObjectMask> MaskSelectionRequested;
public event Action<HitObjectMask, InputState> MaskSelectionRequested;
private IEnumerable<HitObjectMask> aliveMasks => AliveInternalChildren.Cast<HitObjectMask>();
@ -78,7 +79,7 @@ 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) => MaskSelectionRequested?.Invoke(mask);
private void onSelectionRequested(HitObjectMask mask, InputState state) => MaskSelectionRequested?.Invoke(mask, state);
protected override int Compare(Drawable x, Drawable y)
{

View File

@ -119,9 +119,9 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
/// Handle a mask requesting selection.
/// </summary>
/// <param name="mask">The mask.</param>
public void HandleSelectionRequested(HitObjectMask mask)
public void HandleSelectionRequested(HitObjectMask mask, InputState state)
{
if (GetContainingInputManager().CurrentState.Keyboard.ControlPressed)
if (state.Keyboard.ControlPressed)
{
if (mask.State == Visibility.Visible)
// we don't want this deselection to affect input for this frame.