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Don't inherit VisbilityContainer
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parent
94c3f38541
commit
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@ -3,7 +3,6 @@
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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.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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@ -40,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays
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AddInternal(new RingPiece());
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State = Visibility.Visible;
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Select();
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}
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[BackgroundDependencyLoader]
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@ -2,6 +2,7 @@
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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.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Input;
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@ -13,7 +14,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// A mask placed above a <see cref="DrawableHitObject"/> adding editing functionality.
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/// </summary>
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public class HitObjectMask : VisibilityContainer
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public class HitObjectMask : CompositeDrawable, IStateful<SelectionState>
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{
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/// <summary>
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/// Invoked when this <see cref="HitObjectMask"/> has been selected.
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@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public readonly DrawableHitObject HitObject;
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protected override bool ShouldBeAlive => HitObject.IsAlive && HitObject.IsPresent || State == Visibility.Visible;
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protected override bool ShouldBeAlive => HitObject.IsAlive && HitObject.IsPresent || State == SelectionState.Selected;
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public override bool HandleMouseInput => ShouldBeAlive;
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public override bool RemoveWhenNotAlive => false;
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@ -45,45 +46,72 @@ namespace osu.Game.Rulesets.Edit
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HitObject = hitObject;
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AlwaysPresent = true;
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State = Visibility.Hidden;
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Alpha = 0;
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}
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private SelectionState state;
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public event Action<SelectionState> StateChanged;
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public SelectionState 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) return;
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state = value;
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switch (state)
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{
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case SelectionState.Selected:
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Show();
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Selected?.Invoke(this);
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break;
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case SelectionState.NotSelected:
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Hide();
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Deselected?.Invoke(this);
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break;
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}
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}
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}
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/// <summary>
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/// Selects this <see cref="HitObjectMask"/>, causing it to become visible.
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/// </summary>
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/// <returns>True if the <see cref="HitObjectMask"/> was selected. False if the <see cref="HitObjectMask"/> was already selected.</returns>
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public bool Select()
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{
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if (State == Visibility.Visible)
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return false;
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Show();
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Selected?.Invoke(this);
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return true;
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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SelectionRequested?.Invoke(this, state);
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return base.OnMouseDown(state, args);
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}
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public void Select() => State = SelectionState.Selected;
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/// <summary>
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/// Deselects this <see cref="HitObjectMask"/>, causing it to become invisible.
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/// </summary>
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/// <returns>True if the <see cref="HitObjectMask"/> was deselected. False if the <see cref="HitObjectMask"/> was already deselected.</returns>
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public bool Deselect()
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{
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if (State == Visibility.Hidden)
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return false;
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public void Deselect() => State = SelectionState.NotSelected;
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Hide();
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Deselected?.Invoke(this);
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return true;
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public bool IsSelected => State == SelectionState.Selected;
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private bool selectionRequested;
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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selectionRequested = false;
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if (State == SelectionState.NotSelected && !selectionRequested)
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{
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SelectionRequested?.Invoke(this, state);
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selectionRequested = true;
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}
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return base.OnMouseDown(state, args);
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}
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protected override void PopIn() => Alpha = 1;
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protected override void PopOut() => Alpha = 0;
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protected override bool OnClick(InputState state)
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{
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if (State == SelectionState.Selected && !selectionRequested)
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{
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selectionRequested = true;
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SelectionRequested?.Invoke(this, state);
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}
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return base.OnClick(state);
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}
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/// <summary>
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/// The screen-space point that causes this <see cref="HitObjectMask"/> to be selected.
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@ -95,4 +123,10 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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}
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public enum SelectionState
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{
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NotSelected,
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Selected
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}
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}
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@ -123,15 +123,14 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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if (state.Keyboard.ControlPressed)
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{
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if (mask.State == Visibility.Visible)
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// we don't want this deselection to affect input for this frame.
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Schedule(() => mask.Deselect());
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if (mask.IsSelected)
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mask.Deselect();
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else
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mask.Select();
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}
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else
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{
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if (mask.State == Visibility.Visible)
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if (mask.IsSelected)
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return;
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