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Make the hitobject masks move within their placement/selection
# Conflicts: # osu.Game.Rulesets.Osu/Edit/Masks/HitCircleMasks/Components/HitCircleMask.cs # osu.Game.Rulesets.Osu/Edit/Masks/HitCircleMasks/HitCircleSelectionMask.cs # osu.Game.Rulesets.Osu/Edit/Masks/HitCirclePlacementMask.cs # osu.Game/Rulesets/Edit/PlacementMask.cs
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@ -1,60 +1,23 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks
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{
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public class SliderCircleSelectionMask : SelectionMask
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{
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public SliderCircleSelectionMask(DrawableHitCircle sliderHead, DrawableSlider slider)
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: this(sliderHead, Vector2.Zero, slider)
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{
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}
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public SliderCircleSelectionMask(DrawableSliderTail sliderTail, DrawableSlider slider)
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: this(sliderTail, ((Slider)slider.HitObject).Curve.PositionAt(1), slider)
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{
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}
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private readonly DrawableOsuHitObject hitObject;
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private SliderCircleSelectionMask(DrawableOsuHitObject hitObject, Vector2 position, DrawableSlider slider)
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public SliderCircleSelectionMask(DrawableOsuHitObject hitObject, Slider slider, SliderPosition position)
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: base(hitObject)
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{
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this.hitObject = hitObject;
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Origin = Anchor.Centre;
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Position = position;
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Size = slider.HeadCircle.Size;
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Scale = slider.HeadCircle.Scale;
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AddInternal(new RingPiece());
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InternalChild = new SliderCircleMask(slider, position);
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Select();
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Colour = colours.Yellow;
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}
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protected override void Update()
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{
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base.Update();
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RelativeAnchorPosition = hitObject.RelativeAnchorPosition;
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}
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// Todo: This is temporary, since the slider circle masks don't do anything special yet. In the future they will handle input.
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public override bool HandlePositionalInput => false;
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}
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