// 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.Input.Events; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osuTK; using osuTK.Input; namespace osu.Game.Rulesets.Taiko.Edit.Blueprints { public partial class HitPlacementBlueprint : HitObjectPlacementBlueprint { private readonly HitPiece piece; public new Hit HitObject => (Hit)base.HitObject; [Resolved] private TaikoHitObjectComposer? composer { get; set; } public HitPlacementBlueprint() : base(new Hit()) { InternalChild = piece = new HitPiece { Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT) }; } protected override void LoadComplete() { base.LoadComplete(); BeginPlacement(); } protected override bool OnMouseDown(MouseDownEvent e) { if (e.Button != MouseButton.Left) return false; EndPlacement(true); return true; } public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime) { var result = composer?.FindSnappedPositionAndTime(screenSpacePosition) ?? new SnapResult(screenSpacePosition, fallbackTime); piece.Position = ToLocalSpace(result.ScreenSpacePosition); base.UpdateTimeAndPosition(result.ScreenSpacePosition, result.Time ?? fallbackTime); return result; } } }