mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 06:57:39 +08:00
6d4f94756e
The general idea here is that we need the masks to handle mouse down events, as they need to handle the drag (mousedown -> drag immediately). I've rewritten the editor selections to use events, as there are some 3 different components that handle/trigger selections in different ways. 1. All selections/deselections now propagate through `HitObjectMask.Select()`/`HitObjectMask.Deselect()`. 2. Components that react to changes in the selection bind to the masks' `Selected`/`Deselected` events, and track them/change their states locally. 3. Masks provide a `SingleSelectionRequested` event which is invoked on the mouse-down event. Various components bind to this event to perform state changes locally in this scenario. 4. `DragBox` now handles all drag input locally. It triggers `Select`/`Deselect` on the masks it needs to. 5. `SelectionBox` handles the display of itself locally. 6. `SelectionBox` handles movement of groups of masks locally. 7. `HitObjectMasks` handles movement of itself locally. |
||
---|---|---|
.. | ||
Beatmaps | ||
Edit | ||
Judgements | ||
Mods | ||
Objects | ||
OsuDifficulty | ||
Properties | ||
Replays | ||
Resources/Testing/Beatmaps | ||
Scoring | ||
UI | ||
osu.Game.Rulesets.Osu.csproj | ||
OsuInputManager.cs | ||
OsuRuleset.cs |