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Fix BlueprintContainer
eating input from skin editor buttons
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@ -108,13 +108,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected virtual bool AllowDeselectionDuringDrag => true;
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/// <remarks>
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/// Positional input must be received outside the container's bounds,
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/// in order to handle blueprints which are partially offscreen.
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/// </remarks>
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/// <seealso cref="SelectionHandler{T}.ReceivePositionalInputAt"/>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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bool selectionPerformed = performMouseDownActions(e);
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@ -39,6 +39,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private PlacementBlueprint currentPlacement;
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private InputManager inputManager;
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/// <remarks>
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/// Positional input must be received outside the container's bounds,
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/// in order to handle composer blueprints which are partially offscreen.
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/// </remarks>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public ComposeBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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{
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@ -21,6 +21,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Resources.Localisation.Web;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osuTK;
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using osuTK.Input;
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@ -103,7 +104,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// Positional input must be received outside the container's bounds,
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/// in order to handle blueprints which are partially offscreen.
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/// </remarks>
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/// <seealso cref="BlueprintContainer{T}.ReceivePositionalInputAt"/>
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/// <seealso cref="ComposeBlueprintContainer.ReceivePositionalInputAt"/>
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/// <seealso cref="TimelineBlueprintContainer.ReceivePositionalInputAt"/>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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/// <summary>
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@ -35,6 +35,12 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private Bindable<HitObject> placement;
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private SelectionBlueprint<HitObject> placementBlueprint;
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/// <remarks>
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/// Positional input must be received outside the container's bounds,
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/// in order to handle timeline blueprints which are stacked offscreen.
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/// </remarks>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ReceivePositionalInputAt(screenSpacePos);
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public TimelineBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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{
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