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