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Make the hitobject masks move within their placement/selection
# Conflicts: # osu.Game.Rulesets.Osu/Edit/Masks/HitCircleMasks/Components/HitCircleMask.cs # osu.Game.Rulesets.Osu/Edit/Masks/HitCircleMasks/HitCircleSelectionMask.cs # osu.Game.Rulesets.Osu/Edit/Masks/HitCirclePlacementMask.cs # osu.Game/Rulesets/Edit/PlacementMask.cs
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4051864bb4
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@ -13,23 +13,30 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.HitCircleMasks.Components
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{
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public class HitCircleMask : CompositeDrawable
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{
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private readonly HitCircle hitCircle;
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public HitCircleMask(HitCircle hitCircle)
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{
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Anchor = Anchor.Centre;
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this.hitCircle = hitCircle;
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Origin = Anchor.Centre;
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Size = new Vector2((float)OsuHitObject.OBJECT_RADIUS * 2);
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Scale = new Vector2(hitCircle.Scale);
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CornerRadius = Size.X / 2;
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AddInternal(new RingPiece());
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InternalChild = new RingPiece();
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hitCircle.PositionChanged += _ => UpdatePosition();
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Colour = colours.Yellow;
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UpdatePosition();
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}
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protected virtual void UpdatePosition() => Position = hitCircle.StackedPosition;
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}
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}
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@ -1,7 +1,6 @@
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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 osu.Framework.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Edit.Masks.HitCircleMasks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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@ -14,13 +13,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.HitCircleMasks
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public HitCircleSelectionMask(DrawableHitCircle hitCircle)
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: base(hitCircle)
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{
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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Position = hitCircle.Position;
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InternalChild = new HitCircleMask((HitCircle)hitCircle.HitObject);
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hitCircle.HitObject.PositionChanged += _ => Position = hitCircle.Position;
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}
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}
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}
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@ -0,0 +1,51 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
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{
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public class SliderBodyMask : CompositeDrawable
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{
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private readonly Slider slider;
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private readonly SliderBody body;
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public SliderBodyMask(Slider slider)
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{
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this.slider = slider;
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InternalChild = body = new SliderBody(slider)
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{
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AccentColour = Color4.Transparent,
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PathWidth = slider.Scale * 64
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};
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slider.PositionChanged += _ => updatePosition();
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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body.BorderColour = colours.Yellow;
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updatePosition();
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}
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private void updatePosition() => Position = slider.StackedPosition;
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protected override void Update()
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{
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base.Update();
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Size = body.Size;
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OriginPosition = body.PathOffset;
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// Need to cause one update
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body.UpdateProgress(0);
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}
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}
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}
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@ -0,0 +1,34 @@
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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 osu.Game.Rulesets.Osu.Edit.Masks.HitCircleMasks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
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{
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public class SliderCircleMask : HitCircleMask
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{
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private readonly Slider slider;
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private readonly SliderPosition position;
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public SliderCircleMask(Slider slider, SliderPosition position)
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: base(slider.HeadCircle)
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{
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this.slider = slider;
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this.position = position;
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}
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protected override void UpdatePosition()
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{
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switch (position)
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{
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case SliderPosition.Start:
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Position = slider.StackedPosition + slider.Curve.PositionAt(0);
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break;
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case SliderPosition.End:
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Position = slider.StackedPosition + slider.Curve.PositionAt(1);
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break;
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}
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}
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}
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}
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@ -1,60 +1,23 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks
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{
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public class SliderCircleSelectionMask : SelectionMask
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{
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public SliderCircleSelectionMask(DrawableHitCircle sliderHead, DrawableSlider slider)
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: this(sliderHead, Vector2.Zero, slider)
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{
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}
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public SliderCircleSelectionMask(DrawableSliderTail sliderTail, DrawableSlider slider)
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: this(sliderTail, ((Slider)slider.HitObject).Curve.PositionAt(1), slider)
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{
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}
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private readonly DrawableOsuHitObject hitObject;
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private SliderCircleSelectionMask(DrawableOsuHitObject hitObject, Vector2 position, DrawableSlider slider)
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public SliderCircleSelectionMask(DrawableOsuHitObject hitObject, Slider slider, SliderPosition position)
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: base(hitObject)
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{
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this.hitObject = hitObject;
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Origin = Anchor.Centre;
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Position = position;
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Size = slider.HeadCircle.Size;
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Scale = slider.HeadCircle.Scale;
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AddInternal(new RingPiece());
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InternalChild = new SliderCircleMask(slider, position);
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Select();
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Colour = colours.Yellow;
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}
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protected override void Update()
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{
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base.Update();
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RelativeAnchorPosition = hitObject.RelativeAnchorPosition;
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}
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// Todo: This is temporary, since the slider circle masks don't do anything special yet. In the future they will handle input.
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public override bool HandlePositionalInput => false;
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}
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@ -0,0 +1,11 @@
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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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namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks
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{
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public enum SliderPosition
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{
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Start,
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End
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}
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}
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@ -1,67 +1,32 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks
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{
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public class SliderSelectionMask : SelectionMask
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{
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private readonly SliderBody body;
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private readonly DrawableSlider slider;
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private readonly SliderCircleSelectionMask headMask;
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public SliderSelectionMask(DrawableSlider slider)
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: base(slider)
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{
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this.slider = slider;
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Position = slider.Position;
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var sliderObject = (Slider)slider.HitObject;
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InternalChildren = new Drawable[]
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{
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body = new SliderBody(sliderObject)
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{
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AccentColour = Color4.Transparent,
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PathWidth = sliderObject.Scale * 64
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},
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new SliderCircleSelectionMask(slider.HeadCircle, slider),
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new SliderCircleSelectionMask(slider.TailCircle, slider),
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new SliderBodyMask(sliderObject),
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headMask = new SliderCircleSelectionMask(slider.HeadCircle, sliderObject, SliderPosition.Start),
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new SliderCircleSelectionMask(slider.TailCircle, sliderObject, SliderPosition.End),
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};
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sliderObject.PositionChanged += _ => Position = slider.Position;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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body.BorderColour = colours.Yellow;
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}
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protected override void Update()
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{
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base.Update();
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Size = slider.Size;
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OriginPosition = slider.OriginPosition;
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// Need to cause one update
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body.UpdateProgress(0);
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => body.ReceivePositionalInputAt(screenSpacePos);
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public override Vector2 SelectionPoint => ToScreenSpace(OriginPosition);
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public override Quad SelectionQuad => body.PathDrawQuad;
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public override Vector2 SelectionPoint => headMask.SelectionPoint;
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}
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}
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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private Vector2 position;
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public Vector2 Position
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public virtual Vector2 Position
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{
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get => position;
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set
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@ -70,6 +70,21 @@ namespace osu.Game.Rulesets.Osu.Objects
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set { Curve.Distance = value; }
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}
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public override Vector2 Position
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{
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get => base.Position;
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set
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{
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base.Position = value;
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if (HeadCircle != null)
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HeadCircle.Position = value;
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if (TailCircle != null)
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TailCircle.Position = EndPosition;
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}
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}
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public double? LegacyLastTickOffset { get; set; }
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/// <summary>
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using System;
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using osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Input.Events;
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@ -52,6 +53,8 @@ namespace osu.Game.Rulesets.Edit
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{
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HitObject = hitObject;
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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@ -94,6 +97,8 @@ namespace osu.Game.Rulesets.Edit
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public bool IsSelected => State == SelectionState.Selected;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObject.ReceivePositionalInputAt(screenSpacePos);
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private bool selectionRequested;
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protected override bool OnMouseDown(MouseDownEvent e)
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@ -132,11 +137,11 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// The screen-space point that causes this <see cref="SelectionMask"/> to be selected.
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/// </summary>
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public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
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public virtual Vector2 SelectionPoint => HitObject.ScreenSpaceDrawQuad.Centre;
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/// <summary>
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/// The screen-space quad that outlines this <see cref="SelectionMask"/> for selections.
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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public virtual Quad SelectionQuad => HitObject.ScreenSpaceDrawQuad;
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}
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}
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