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osu-lazer/osu.Game/Rulesets/Edit/PlacementMask.cs
2018-10-31 17:23:27 +09:00

97 lines
3.1 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.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Screens.Compose;
using OpenTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A mask which governs the creation of a new <see cref="HitObject"/> to actualisation.
/// </summary>
public abstract class PlacementMask : CompositeDrawable, IRequireHighFrequencyMousePosition
{
/// <summary>
/// The <see cref="HitObject"/> that is being placed.
/// </summary>
protected readonly HitObject HitObject;
protected IClock EditorClock { get; private set; }
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
[Resolved]
private IPlacementHandler placementHandler { get; set; }
protected PlacementMask(HitObject hitObject)
{
HitObject = hitObject;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(IBindableBeatmap beatmap, IAdjustableClock clock)
{
this.beatmap.BindTo(beatmap);
EditorClock = clock;
ApplyDefaultsToHitObject();
}
private bool placementBegun;
/// <summary>
/// Signals that the placement of <see cref="HitObject"/> has started.
/// </summary>
protected void BeginPlacement()
{
placementHandler.BeginPlacement(HitObject);
placementBegun = true;
}
/// <summary>
/// Signals that the placement of <see cref="HitObject"/> has finished.
/// This will destroy this <see cref="PlacementMask"/>, and add the <see cref="HitObject"/> to the <see cref="Beatmap"/>.
/// </summary>
protected void EndPlacement()
{
if (!placementBegun)
BeginPlacement();
placementHandler.EndPlacement(HitObject);
}
/// <summary>
/// Invokes <see cref="HitObject.ApplyDefaults"/>, refreshing <see cref="HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
/// </summary>
protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.Value.Beatmap.ControlPointInfo, beatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
protected override bool Handle(UIEvent e)
{
base.Handle(e);
switch (e)
{
case ScrollEvent _:
return false;
case MouseEvent _:
return true;
default:
return false;
}
}
}
}