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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.
39 lines
1.5 KiB
C#
39 lines
1.5 KiB
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.Framework.Graphics.Primitives;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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public abstract class OverlaySelectionBlueprint : SelectionBlueprint<HitObject>
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{
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/// <summary>
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/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
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/// </summary>
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public readonly DrawableHitObject DrawableObject;
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/// <summary>
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/// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive.
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/// </summary>
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protected virtual bool AlwaysShowWhenSelected => false;
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protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
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protected OverlaySelectionBlueprint(DrawableHitObject drawableObject)
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: base(drawableObject.HitObject)
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{
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DrawableObject = drawableObject;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
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}
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}
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