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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/SliderBodyPiece.cs
2024-05-23 23:45:04 +09:00

75 lines
2.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
public partial class SliderBodyPiece : BlueprintPiece<Slider>
{
private readonly ManualSliderBody body;
/// <summary>
/// Offset in absolute (local) coordinates from the start of the curve.
/// </summary>
public Vector2 PathStartLocation => body.PathOffset;
/// <summary>
/// Offset in absolute (local) coordinates from the end of the curve.
/// </summary>
public Vector2 PathEndLocation => body.PathEndOffset;
public SliderBodyPiece()
{
AutoSizeAxes = Axes.Both;
// SliderSelectionBlueprint relies on calling ReceivePositionalInputAt on this drawable to determine whether selection should occur.
// Without AlwaysPresent, a movement in a parent container (ie. the editor composer area resizing) could cause incorrect input handling.
AlwaysPresent = true;
InternalChild = body = new ManualSliderBody
{
AccentColour = Color4.Transparent
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
body.BorderColour = colours.Yellow;
}
private int? lastVersion;
public override void UpdateFrom(Slider hitObject)
{
base.UpdateFrom(hitObject);
body.PathRadius = hitObject.Scale * OsuHitObject.OBJECT_RADIUS;
if (lastVersion != hitObject.Path.Version.Value)
{
lastVersion = hitObject.Path.Version.Value;
var vertices = new List<Vector2>();
hitObject.Path.GetPathToProgress(vertices, 0, 1);
body.SetVertices(vertices);
}
OriginPosition = body.PathOffset;
}
public void RecyclePath() => body.RecyclePath();
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => body.ReceivePositionalInputAt(screenSpacePos);
}
}