Begin refactoring SelectionBlueprint to handle non-drawable HitObjects

This commit is contained in:
Dean Herbert
2020-01-21 00:53:59 +09:00
parent 1becbb072e
commit bd96cf94a6
15 changed files with 102 additions and 107 deletions

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@ -0,0 +1,32 @@
// 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 osu.Framework.Graphics.Primitives;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
public abstract class OverlaySelectionBlueprint : SelectionBlueprint
{
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
/// </summary>
public readonly DrawableHitObject DrawableObject;
protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || State == SelectionState.Selected;
protected OverlaySelectionBlueprint(DrawableHitObject drawableObject)
: base(drawableObject.HitObject)
{
DrawableObject = drawableObject;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
public override Vector2 SelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
}
}

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@ -1,4 +1,4 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// 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;
@ -20,6 +20,8 @@ namespace osu.Game.Rulesets.Edit
/// </summary>
public abstract class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
{
public readonly HitObject HitObject;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been selected.
/// </summary>
@ -30,22 +32,15 @@ namespace osu.Game.Rulesets.Edit
/// </summary>
public event Action<SelectionBlueprint> Deselected;
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="SelectionBlueprint"/> applies to.
/// </summary>
public readonly DrawableHitObject DrawableObject;
protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || State == SelectionState.Selected;
public override bool HandlePositionalInput => ShouldBeAlive;
public override bool RemoveWhenNotAlive => false;
[Resolved(CanBeNull = true)]
private HitObjectComposer composer { get; set; }
protected SelectionBlueprint(DrawableHitObject drawableObject)
protected SelectionBlueprint(HitObject hitObject)
{
DrawableObject = drawableObject;
this.HitObject = hitObject;
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
@ -87,37 +82,35 @@ namespace osu.Game.Rulesets.Edit
protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
/// <summary>
/// Selects this <see cref="SelectionBlueprint"/>, causing it to become visible.
/// Selects this <see cref="OverlaySelectionBlueprint"/>, causing it to become visible.
/// </summary>
public void Select() => State = SelectionState.Selected;
/// <summary>
/// Deselects this <see cref="SelectionBlueprint"/>, causing it to become invisible.
/// Deselects this <see cref="OverlaySelectionBlueprint"/>, causing it to become invisible.
/// </summary>
public void Deselect() => State = SelectionState.NotSelected;
public bool IsSelected => State == SelectionState.Selected;
/// <summary>
/// Updates the <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
/// Updates the <see cref="Objects.HitObject"/>, invoking <see cref="Objects.HitObject.ApplyDefaults"/> and re-processing the beatmap.
/// </summary>
protected void UpdateHitObject() => composer?.UpdateHitObject(DrawableObject.HitObject);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
protected void UpdateHitObject() => composer?.UpdateHitObject(HitObject);
/// <summary>
/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="SelectionBlueprint"/>.
/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="OverlaySelectionBlueprint"/>.
/// </summary>
public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
/// <summary>
/// The screen-space point that causes this <see cref="SelectionBlueprint"/> to be selected.
/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected.
/// </summary>
public virtual Vector2 SelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
/// <summary>
/// The screen-space quad that outlines this <see cref="SelectionBlueprint"/> for selections.
/// The screen-space quad that outlines this <see cref="OverlaySelectionBlueprint"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
}
}