// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Mania.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI.Scrolling; using osuTK; namespace osu.Game.Rulesets.Mania.Edit.Blueprints { public class ManiaSelectionBlueprint : OverlaySelectionBlueprint { public new DrawableManiaHitObject DrawableObject => (DrawableManiaHitObject)base.DrawableObject; [Resolved] private IScrollingInfo scrollingInfo { get; set; } [Resolved] private IManiaHitObjectComposer composer { get; set; } public ManiaSelectionBlueprint(DrawableHitObject drawableObject) : base(drawableObject) { RelativeSizeAxes = Axes.None; } protected override void Update() { base.Update(); Position = Parent.ToLocalSpace(DrawableObject.ToScreenSpace(Vector2.Zero)); } public override void Show() { DrawableObject.AlwaysAlive = true; base.Show(); } public override void Hide() { DrawableObject.AlwaysAlive = false; base.Hide(); } public override Vector2 GetInstantDelta(Vector2 screenSpacePosition) { var baseDelta = base.GetInstantDelta(screenSpacePosition); if (scrollingInfo.Direction.Value == ScrollingDirection.Down) { // The parent of DrawableObject is the scrolling hitobject container (SHOC). // In the coordinate-space of the SHOC, the screen-space position at the hit target is equal to the height of the SHOC, // but this is not what we want as it means a slight movement downwards results in a delta greater than the height of the SHOC. // To get around this issue, the height of the SHOC is subtracted from the delta. // // Ideally this should be a _negative_ value in the case described above, however this code gives a _positive_ delta. // This is intentional as the delta is added to the hitobject's position (see: ManiaSelectionHandler) and a negative delta would move them towards the top of the screen instead, // which would cause the delta to get increasingly larger as additional movements are performed. return new Vector2(baseDelta.X, baseDelta.Y - DrawableObject.Parent.DrawHeight); } return baseDelta; } } }