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Merge branch 'master' into basic-compose-checks
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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// A wrapper for a <see cref="DrawableRuleset{TObject}"/>. Handles adding visual representations of <see cref="HitObject"/>s to the underlying <see cref="DrawableRuleset{TObject}"/>.
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/// </summary>
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internal class DrawableEditRulesetWrapper<TObject> : CompositeDrawable
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internal class DrawableEditorRulesetWrapper<TObject> : CompositeDrawable
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where TObject : HitObject
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{
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public Playfield Playfield => drawableRuleset.Playfield;
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Edit
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[Resolved]
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private EditorBeatmap beatmap { get; set; }
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public DrawableEditRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
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public DrawableEditorRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Edit
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protected ComposeBlueprintContainer BlueprintContainer { get; private set; }
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private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
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private DrawableEditorRulesetWrapper<TObject> drawableRulesetWrapper;
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protected readonly Container LayerBelowRuleset = new Container { RelativeSizeAxes = Axes.Both };
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Edit
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try
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{
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drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
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drawableRulesetWrapper = new DrawableEditorRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
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{
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Clock = EditorClock,
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ProcessCustomClock = false
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@ -182,8 +182,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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/// </summary>
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer()
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=> new ComposeBlueprintContainer(this);
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer() => new ComposeBlueprintContainer(this);
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/// <summary>
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/// Construct a drawable ruleset for the provided ruleset.
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@ -3,12 +3,13 @@
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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public abstract class OverlaySelectionBlueprint : SelectionBlueprint
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public abstract class OverlaySelectionBlueprint : SelectionBlueprint<HitObject>
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{
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/// <summary>
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/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
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@ -33,7 +34,5 @@ namespace osu.Game.Rulesets.Edit
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
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public override Vector2 GetInstantDelta(Vector2 screenSpacePosition) => DrawableObject.Parent.ToLocalSpace(screenSpacePosition) - DrawableObject.Position;
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}
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}
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@ -3,44 +3,38 @@
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using System;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
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/// A blueprint placed above a displaying item adding editing functionality.
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/// </summary>
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public abstract class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
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public abstract class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
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{
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public readonly HitObject HitObject;
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public readonly T Item;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint"/> has been selected.
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/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
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/// </summary>
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public event Action<SelectionBlueprint> Selected;
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public event Action<SelectionBlueprint<T>> Selected;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint"/> has been deselected.
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/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
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/// </summary>
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public event Action<SelectionBlueprint> Deselected;
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public event Action<SelectionBlueprint<T>> Deselected;
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public override bool HandlePositionalInput => ShouldBeAlive;
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public override bool RemoveWhenNotAlive => false;
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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protected SelectionBlueprint(HitObject hitObject)
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protected SelectionBlueprint(T item)
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{
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HitObject = hitObject;
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Item = item;
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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@ -91,7 +85,7 @@ namespace osu.Game.Rulesets.Edit
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protected virtual void OnDeselected()
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{
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// selection blueprints are AlwaysPresent while the related DrawableHitObject is visible
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// selection blueprints are AlwaysPresent while the related item is visible
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// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
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foreach (var d in InternalChildren)
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d.Hide();
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@ -133,7 +127,7 @@ namespace osu.Game.Rulesets.Edit
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public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
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/// <summary>
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/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected.
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/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected via a drag.
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/// </summary>
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public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
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@ -142,8 +136,6 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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public virtual Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Parent.ToLocalSpace(screenSpacePosition) - Position;
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/// <summary>
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/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
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/// </summary>
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