// 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.Graphics; using osu.Framework.Input; using osu.Framework.Input.Events; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.UI; using osuTK.Input; namespace osu.Game.Rulesets.Mania.Edit.Blueprints { public abstract class ManiaPlacementBlueprint : PlacementBlueprint, IRequireHighFrequencyMousePosition // the playfield could be moving behind us where T : ManiaHitObject { protected new T HitObject => (T)base.HitObject; private Column column; public Column Column { get => column; set { if (value == column) return; column = value; HitObject.Column = column.Index; } } protected ManiaPlacementBlueprint(T hitObject) : base(hitObject) { RelativeSizeAxes = Axes.None; } protected override bool OnMouseDown(MouseDownEvent e) { if (e.Button != MouseButton.Left) return false; if (Column == null) return false; BeginPlacement(true); return true; } public override void UpdatePosition(SnapResult result) { if (!PlacementActive) Column = (result as ManiaSnapResult)?.Column; } } }