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osu-lazer/osu.Game.Rulesets.Mania/Edit/Blueprints/HoldNoteSelectionBlueprint.cs
2018-11-07 16:10:21 +09:00

85 lines
2.9 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.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.UI.Scrolling;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
public class HoldNoteSelectionBlueprint : SelectionBlueprint
{
public new DrawableHoldNote HitObject => (DrawableHoldNote)base.HitObject;
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
private readonly BodyPiece body;
public HoldNoteSelectionBlueprint(DrawableHoldNote hold)
: base(hold)
{
InternalChildren = new Drawable[]
{
new HoldNoteNoteSelectionBlueprint(hold.Head),
new HoldNoteNoteSelectionBlueprint(hold.Tail),
body = new BodyPiece
{
AccentColour = Color4.Transparent
},
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, IScrollingInfo scrollingInfo)
{
body.BorderColour = colours.Yellow;
direction.BindTo(scrollingInfo.Direction);
}
protected override void Update()
{
base.Update();
Size = HitObject.DrawSize + new Vector2(0, HitObject.Tail.DrawHeight);
Position = Parent.ToLocalSpace(HitObject.ScreenSpaceDrawQuad.TopLeft);
// This is a side-effect of not matching the hitobject's anchors/origins, which is kinda hard to do
// When scrolling upwards our origin is already at the top of the head note (which is the intended location),
// but when scrolling downwards our origin is at the _bottom_ of the tail note (where we need to be at the _top_ of the tail note)
if (direction.Value == ScrollingDirection.Down)
Y -= HitObject.Tail.DrawHeight;
}
private class HoldNoteNoteSelectionBlueprint : NoteSelectionBlueprint
{
public HoldNoteNoteSelectionBlueprint(DrawableNote note)
: base(note)
{
Select();
}
protected override void Update()
{
base.Update();
Anchor = HitObject.Anchor;
Origin = HitObject.Origin;
Position = HitObject.DrawPosition;
}
// Todo: This is temporary, since the note masks don't do anything special yet. In the future they will handle input.
public override bool HandlePositionalInput => false;
}
}
}