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osu-lazer/osu.Game.Rulesets.Osu/Edit/Layers/Selection/Overlays/SliderMask.cs
smoogipoo 6d4f94756e Rewrite the way drag + click selections happen
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.
2018-03-29 22:07:23 +09:00

68 lines
2.1 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays
{
public class SliderMask : HitObjectMask
{
private readonly SliderBody body;
private readonly DrawableSlider slider;
public SliderMask(DrawableSlider slider)
: base(slider)
{
this.slider = slider;
Position = slider.Position;
var sliderObject = (Slider)slider.HitObject;
InternalChildren = new Drawable[]
{
body = new SliderBody(sliderObject)
{
AccentColour = Color4.Transparent,
PathWidth = sliderObject.Scale * 64
},
new SliderCircleMask(slider.HeadCircle, slider),
new SliderCircleMask(slider.TailCircle, slider),
};
sliderObject.PositionChanged += _ => Position = slider.Position;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
body.BorderColour = colours.Yellow;
}
protected override void Update()
{
base.Update();
Size = slider.Size;
OriginPosition = slider.OriginPosition;
// Need to cause one update
body.UpdateProgress(0);
}
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => body.ReceiveMouseInputAt(screenSpacePos);
public override Vector2 SelectionPoint => ToScreenSpace(OriginPosition);
public override Quad SelectionQuad => body.PathDrawQuad;
}
}