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osu-lazer/osu.Game/Rulesets/Edit/OverlaySelectionBlueprint.cs
Dean Herbert 9c62c90cfc Refactor SelectionBlueprint and MoveSelectionEvent to work in screen-space coordinates
Until now, the implementation of the overrides in `SelectionBlueprint`
have been confusing to the point where I would just implement by
trial-and-error (or copying from an existing implementation). This was
due to a combination of using "object" space coordinates
(ie. the thing the `Blueprint` is operating on) and screen-space coordinates.

This change switches all event related coordinates to screen-space,
which is how we already handle rotation/scale operations. With the
introduction of other editor types where the related objects are
drawables, this also makes a lot more sense.
2021-04-29 16:10:42 +09:00

39 lines
1.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 OverlaySelectionBlueprint : SelectionBlueprint<HitObject>
{
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
/// </summary>
public readonly DrawableHitObject DrawableObject;
/// <summary>
/// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive.
/// </summary>
protected virtual bool AlwaysShowWhenSelected => false;
protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
protected OverlaySelectionBlueprint(DrawableHitObject drawableObject)
: base(drawableObject.HitObject)
{
DrawableObject = drawableObject;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
}
}