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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.
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@ -10,7 +10,6 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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using OpenTK.Graphics;
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@ -177,8 +176,5 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Body.ReceiveMouseInputAt(screenSpacePos);
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public override Vector2 SelectionPoint => ToScreenSpace(OriginPosition);
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public override Quad SelectionQuad => Body.PathDrawQuad;
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}
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}
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