Pass down input state instead of parent lookup

This commit is contained in:
Dean Herbert
2018-04-04 20:06:45 +09:00
parent 2b15555ede
commit 94c3f38541
3 changed files with 7 additions and 6 deletions

View File

@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Edit
/// Invoked when this <see cref="HitObjectMask"/> has requested selection. /// Invoked when this <see cref="HitObjectMask"/> has requested selection.
/// Will fire even if already selected. Does not actually perform selection. /// Will fire even if already selected. Does not actually perform selection.
/// </summary> /// </summary>
public event Action<HitObjectMask> SelectionRequested; public event Action<HitObjectMask, InputState> SelectionRequested;
/// <summary> /// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectMask"/> applies to. /// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectMask"/> applies to.
@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Edit
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{ {
SelectionRequested?.Invoke(this); SelectionRequested?.Invoke(this, state);
return base.OnMouseDown(state, args); return base.OnMouseDown(state, args);
} }

View File

@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
using RectangleF = osu.Framework.Graphics.Primitives.RectangleF; using RectangleF = osu.Framework.Graphics.Primitives.RectangleF;
@ -26,7 +27,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
/// <summary> /// <summary>
/// Invoked when any <see cref="HitObjectMask"/> requests selection. /// Invoked when any <see cref="HitObjectMask"/> requests selection.
/// </summary> /// </summary>
public event Action<HitObjectMask> MaskSelectionRequested; public event Action<HitObjectMask, InputState> MaskSelectionRequested;
private IEnumerable<HitObjectMask> aliveMasks => AliveInternalChildren.Cast<HitObjectMask>(); private IEnumerable<HitObjectMask> aliveMasks => AliveInternalChildren.Cast<HitObjectMask>();
@ -78,7 +79,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
private void onMaskSelected(HitObjectMask mask) => MaskSelected?.Invoke(mask); private void onMaskSelected(HitObjectMask mask) => MaskSelected?.Invoke(mask);
private void onMaskDeselected(HitObjectMask mask) => MaskDeselected?.Invoke(mask); private void onMaskDeselected(HitObjectMask mask) => MaskDeselected?.Invoke(mask);
private void onSelectionRequested(HitObjectMask mask) => MaskSelectionRequested?.Invoke(mask); private void onSelectionRequested(HitObjectMask mask, InputState state) => MaskSelectionRequested?.Invoke(mask, state);
protected override int Compare(Drawable x, Drawable y) protected override int Compare(Drawable x, Drawable y)
{ {

View File

@ -119,9 +119,9 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
/// Handle a mask requesting selection. /// Handle a mask requesting selection.
/// </summary> /// </summary>
/// <param name="mask">The mask.</param> /// <param name="mask">The mask.</param>
public void HandleSelectionRequested(HitObjectMask mask) public void HandleSelectionRequested(HitObjectMask mask, InputState state)
{ {
if (GetContainingInputManager().CurrentState.Keyboard.ControlPressed) if (state.Keyboard.ControlPressed)
{ {
if (mask.State == Visibility.Visible) if (mask.State == Visibility.Visible)
// we don't want this deselection to affect input for this frame. // we don't want this deselection to affect input for this frame.