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Don't override PathControlPointVisualiser's positional handling
It turns out it was relying on this to deselect control points on clicking away from them.
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@ -18,7 +18,6 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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@ -116,9 +115,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos));
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private void selectPiece(PathControlPointPiece piece, MouseButtonEvent e)
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{
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if (e.Button == MouseButton.Left && inputManager.CurrentState.Keyboard.ControlPressed)
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@ -235,7 +235,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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public override Vector2 ScreenSpaceSelectionPoint => BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.ReceivePositionalInputAt(screenSpacePos) == true;
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BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;
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protected virtual SliderCircleSelectionBlueprint CreateCircleSelectionBlueprint(DrawableSlider slider, SliderPosition position) => new SliderCircleSelectionBlueprint(slider, position);
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}
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