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Commit Graph

9 Commits

Author SHA1 Message Date
Dean Herbert
5c036b966b Formatting fixes 2018-04-04 20:04:54 +09:00
Dean Herbert
a997ec6139 Fix ShouldBeAlive state 2018-04-04 19:51:56 +09:00
Dean Herbert
4d71f2084c Move individual mask selection logic out of MaskSelection 2018-04-04 18:29:53 +09:00
smoogipoo
1dca1663c3 Handle all selection events within SelectionBox (incl. single-mask) 2018-03-30 15:50:55 +09:00
smoogipoo
6767dd3d4a Fix hitobject masks dying with no recovery 2018-03-29 22:42:42 +09:00
smoogipoo
4446aeaa0d Commenting + cleanup of HitObjectMask/HitObjectMaskLayer 2018-03-29 22:38:28 +09:00
smoogipoo
6d4f94756e Rewrite the way drag + click selections happen
The general idea here is that we need the masks to handle mouse down events, as they need to handle the drag (mousedown -> drag immediately).

I've rewritten the editor selections to use events, as there are some 3 different components that handle/trigger selections in different ways.

1. All selections/deselections now propagate through `HitObjectMask.Select()`/`HitObjectMask.Deselect()`.
2. Components that react to changes in the selection bind to the masks' `Selected`/`Deselected` events, and track them/change their states locally.
3. Masks provide a `SingleSelectionRequested` event which is invoked on the mouse-down event. Various components bind to this event to perform state changes locally in this scenario.
4. `DragBox` now handles all drag input locally. It triggers `Select`/`Deselect` on the masks it needs to.
5. `SelectionBox` handles the display of itself locally.
6. `SelectionBox` handles movement of groups of masks locally.
7. `HitObjectMasks` handles movement of itself locally.
2018-03-29 22:07:23 +09:00
smoogipoo
57e4281601 Make HitObjectMasks VisibilityContainers 2018-03-29 18:44:15 +09:00
Dean Herbert
81f82d98a1 Rework a lot of naming and structure 2018-03-14 15:18:21 +09:00