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Rework hitobject blueprints to take in hitobject models
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48
osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs
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48
osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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 HitObjectSelectionBlueprint : SelectionBlueprint<HitObject>
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{
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/// <summary>
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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 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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/// </summary>
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protected virtual bool AlwaysShowWhenSelected => false;
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protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
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protected HitObjectSelectionBlueprint(HitObject hitObject)
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: base(hitObject)
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{
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
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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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}
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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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