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Rework hitobject blueprints to take in hitobject models
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@ -9,12 +9,12 @@ using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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public abstract class OverlaySelectionBlueprint : SelectionBlueprint<HitObject>
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public abstract class HitObjectSelectionBlueprint : 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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/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectSelectionBlueprint"/> applies to.
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/// </summary>
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public readonly DrawableHitObject DrawableObject;
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public DrawableHitObject DrawableObject { get; internal set; }
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/// <summary>
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/// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive.
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@ -23,10 +23,9 @@ namespace osu.Game.Rulesets.Edit
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protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
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protected OverlaySelectionBlueprint(DrawableHitObject drawableObject)
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: base(drawableObject.HitObject)
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protected HitObjectSelectionBlueprint(HitObject hitObject)
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: base(hitObject)
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{
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DrawableObject = drawableObject;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
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@ -35,4 +34,15 @@ namespace osu.Game.Rulesets.Edit
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public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
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}
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public abstract class HitObjectSelectionBlueprint<T> : HitObjectSelectionBlueprint
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where T : HitObject
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{
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public T HitObject => (T)Item;
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protected HitObjectSelectionBlueprint(T item)
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: base(item)
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{
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}
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}
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}
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@ -105,34 +105,34 @@ namespace osu.Game.Rulesets.Edit
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protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
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/// <summary>
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/// Selects this <see cref="OverlaySelectionBlueprint"/>, causing it to become visible.
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/// Selects this <see cref="HitObjectSelectionBlueprint"/>, causing it to become visible.
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/// </summary>
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public void Select() => State = SelectionState.Selected;
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/// <summary>
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/// Deselects this <see cref="OverlaySelectionBlueprint"/>, causing it to become invisible.
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/// Deselects this <see cref="HitObjectSelectionBlueprint"/>, causing it to become invisible.
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/// </summary>
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public void Deselect() => State = SelectionState.NotSelected;
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/// <summary>
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/// Toggles the selection state of this <see cref="OverlaySelectionBlueprint"/>.
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/// Toggles the selection state of this <see cref="HitObjectSelectionBlueprint"/>.
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/// </summary>
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public void ToggleSelection() => State = IsSelected ? SelectionState.NotSelected : SelectionState.Selected;
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public bool IsSelected => State == SelectionState.Selected;
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/// <summary>
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/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="OverlaySelectionBlueprint"/>.
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/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="HitObjectSelectionBlueprint"/>.
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/// </summary>
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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 via a drag.
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/// The screen-space point that causes this <see cref="HitObjectSelectionBlueprint"/> 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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/// <summary>
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/// The screen-space quad that outlines this <see cref="OverlaySelectionBlueprint"/> for selections.
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/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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