// 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.Primitives; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osuTK; namespace osu.Game.Rulesets.Edit { public abstract class HitObjectSelectionBlueprint : SelectionBlueprint { /// /// The which this applies to. /// public DrawableHitObject DrawableObject { get; internal set; } /// /// Whether the blueprint should be shown even when the is not alive. /// protected virtual bool AlwaysShowWhenSelected => false; protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected); protected HitObjectSelectionBlueprint(HitObject hitObject) : base(hitObject) { } public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos); public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre; public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad; } public abstract class HitObjectSelectionBlueprint : HitObjectSelectionBlueprint where T : HitObject { public T HitObject => (T)Item; protected HitObjectSelectionBlueprint(T item) : base(item) { } } }