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Make SelectionHandler
abstract to ensure things get implemented
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@ -182,8 +182,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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/// </summary>
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer()
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=> new ComposeBlueprintContainer(this);
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer() => new ComposeBlueprintContainer(this);
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/// <summary>
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/// Construct a drawable ruleset for the provided ruleset.
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@ -67,7 +67,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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protected virtual SelectionHandler<T> CreateSelectionHandler() => new SelectionHandler<T>();
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protected abstract SelectionHandler<T> CreateSelectionHandler();
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific <see cref="DrawableHitObject"/>.
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@ -135,6 +135,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();
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protected override void SelectAll()
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{
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Composer.Playfield.KeepAllAlive();
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@ -101,11 +101,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected virtual void UpdateTernaryStates()
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{
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SelectionNewComboState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
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SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
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foreach (var (sampleName, bindable) in SelectionSampleStates)
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{
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bindable.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
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bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.Any(s => s.Name == sampleName));
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}
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}
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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public abstract class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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/// <summary>
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/// The currently selected blueprints.
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@ -47,7 +47,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[Resolved(CanBeNull = true)]
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protected IEditorChangeHandler ChangeHandler { get; private set; }
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public SelectionHandler()
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protected SelectionHandler()
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{
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selectedBlueprints = new List<SelectionBlueprint<T>>();
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@ -265,9 +265,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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DeleteSelected();
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}
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protected virtual void DeleteItems(IEnumerable<T> items)
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{
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}
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/// <summary>
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/// Called whenever the deletion of items has been requested.
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/// </summary>
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/// <param name="items">The items to be deleted.</param>
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protected abstract void DeleteItems(IEnumerable<T> items);
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/// <summary>
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/// Ensure the blueprint is in a selected state.
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