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9c62c90cfc
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.
31 lines
984 B
C#
31 lines
984 B
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Edit;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// An event which occurs when a <see cref="OverlaySelectionBlueprint"/> is moved.
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/// </summary>
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public class MoveSelectionEvent<T>
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{
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/// <summary>
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/// The <see cref="SelectionBlueprint{T}"/> that triggered this <see cref="MoveSelectionEvent{T}"/>.
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/// </summary>
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public readonly SelectionBlueprint<T> Blueprint;
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/// <summary>
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/// The screen-space delta of this move event.
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/// </summary>
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public readonly Vector2 ScreenSpaceDelta;
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public MoveSelectionEvent(SelectionBlueprint<T> blueprint, Vector2 screenSpaceDelta)
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{
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Blueprint = blueprint;
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ScreenSpaceDelta = screenSpaceDelta;
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}
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}
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}
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