Move circle visual implementation to new class

Allows for more precise skin control over state animations.
This commit is contained in:
Dean Herbert
2019-07-24 18:50:57 +09:00
parent 900d17a4db
commit 859233526d
4 changed files with 157 additions and 97 deletions

View File

@ -1,24 +1,15 @@
// 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;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class CirclePiece : Container, IKeyBindingHandler<OsuAction>
public class CirclePiece : CompositeDrawable
{
// IsHovered is used
public override bool HandlePositionalInput => true;
public Func<bool> Hit;
public OsuAction? HitAction;
public CirclePiece()
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
@ -30,25 +21,5 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
InternalChild = new SkinnableDrawable("Play/osu/hitcircle", _ => new DefaultCirclePiece());
}
public bool OnPressed(OsuAction action)
{
switch (action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
if (IsHovered && (Hit?.Invoke() ?? false))
{
HitAction = action;
return true;
}
break;
}
return false;
}
public bool OnReleased(OsuAction action) => false;
}
}