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osu-lazer/osu.Game.Rulesets.Osu/Edit
smoogipoo 6d4f94756e Rewrite the way drag + click selections happen
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.
2018-03-29 22:07:23 +09:00
..
Layers/Selection/Overlays Rewrite the way drag + click selections happen 2018-03-29 22:07:23 +09:00
OsuEditPlayfield.cs Rewrite the way that cursor overrides are done game-wide 2018-01-12 18:13:17 +09:00
OsuEditRulesetContainer.cs Add a separate property to control playfield area 2018-02-21 20:54:33 +09:00
OsuHitObjectComposer.cs Rework a lot of naming and structure 2018-03-14 15:18:21 +09:00