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https://github.com/ppy/osu
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Merge branch 'rework-hitobject-blueprints' into hoc-event-queue
This commit is contained in:
commit
75c0d4d972
@ -184,8 +184,8 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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AddAssert("head note positioned correctly", () => Precision.AlmostEquals(holdNote.ScreenSpaceDrawQuad.BottomLeft, holdNote.Head.ScreenSpaceDrawQuad.BottomLeft));
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AddAssert("tail note positioned correctly", () => Precision.AlmostEquals(holdNote.ScreenSpaceDrawQuad.TopLeft, holdNote.Tail.ScreenSpaceDrawQuad.BottomLeft));
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AddAssert("head blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteSelectionBlueprint>().ElementAt(0).DrawPosition == holdNote.Head.DrawPosition);
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AddAssert("tail blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteSelectionBlueprint>().ElementAt(1).DrawPosition == holdNote.Tail.DrawPosition);
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AddAssert("head blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteOverlay>().ElementAt(0).DrawPosition == holdNote.Head.DrawPosition);
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AddAssert("tail blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteOverlay>().ElementAt(1).DrawPosition == holdNote.Tail.DrawPosition);
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}
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private void setScrollStep(ScrollingDirection direction)
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@ -2,35 +2,35 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public class HoldNoteNoteSelectionBlueprint : ManiaSelectionBlueprint<HoldNote>
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public class HoldNoteNoteOverlay : CompositeDrawable
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{
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protected new DrawableHoldNote DrawableObject => (DrawableHoldNote)base.DrawableObject;
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private readonly HoldNoteSelectionBlueprint holdNoteBlueprint;
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private readonly HoldNotePosition position;
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public HoldNoteNoteSelectionBlueprint(HoldNote holdNote, HoldNotePosition position)
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: base(holdNote)
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public HoldNoteNoteOverlay(HoldNoteSelectionBlueprint holdNoteBlueprint, HoldNotePosition position)
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{
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this.holdNoteBlueprint = holdNoteBlueprint;
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this.position = position;
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InternalChild = new EditNotePiece { RelativeSizeAxes = Axes.X };
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Select();
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InternalChild = new EditNotePiece { RelativeSizeAxes = Axes.X };
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}
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protected override void Update()
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{
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base.Update();
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var drawableObject = holdNoteBlueprint.DrawableObject;
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// Todo: This shouldn't exist, mania should not reference the drawable hitobject directly.
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if (DrawableObject.IsLoaded)
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if (drawableObject.IsLoaded)
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{
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DrawableNote note = position == HoldNotePosition.Start ? (DrawableNote)DrawableObject.Head : DrawableObject.Tail;
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DrawableNote note = position == HoldNotePosition.Start ? (DrawableNote)drawableObject.Head : drawableObject.Tail;
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Anchor = note.Anchor;
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Origin = note.Origin;
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@ -39,8 +39,5 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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Position = note.DrawPosition;
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}
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}
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// Todo: This is temporary, since the note masks don't do anything special yet. In the future they will handle input.
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public override bool HandlePositionalInput => false;
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}
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}
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@ -33,16 +33,11 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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private void load(IScrollingInfo scrollingInfo)
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{
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direction.BindTo(scrollingInfo.Direction);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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InternalChildren = new Drawable[]
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{
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new HoldNoteNoteSelectionBlueprint(HitObject, HoldNotePosition.Start),
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new HoldNoteNoteSelectionBlueprint(HitObject, HoldNotePosition.End),
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new HoldNoteNoteOverlay(this, HoldNotePosition.Start),
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new HoldNoteNoteOverlay(this, HoldNotePosition.End),
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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@ -150,8 +150,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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private class TestSliderBlueprint : SliderSelectionBlueprint
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{
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public new SliderBodyPiece BodyPiece => base.BodyPiece;
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public new TestSliderCircleBlueprint HeadBlueprint => (TestSliderCircleBlueprint)base.HeadBlueprint;
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public new TestSliderCircleBlueprint TailBlueprint => (TestSliderCircleBlueprint)base.TailBlueprint;
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public new TestSliderCircleOverlay HeadOverlay => (TestSliderCircleOverlay)base.HeadOverlay;
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public new TestSliderCircleOverlay TailOverlay => (TestSliderCircleOverlay)base.TailOverlay;
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public new PathControlPointVisualiser ControlPointVisualiser => base.ControlPointVisualiser;
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public TestSliderBlueprint(Slider slider)
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@ -159,14 +159,14 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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}
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protected override SliderCircleSelectionBlueprint CreateCircleSelectionBlueprint(Slider slider, SliderPosition position) => new TestSliderCircleBlueprint(slider, position);
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protected override SliderCircleOverlay CreateCircleOverlay(Slider slider, SliderPosition position) => new TestSliderCircleOverlay(slider, position);
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}
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private class TestSliderCircleBlueprint : SliderCircleSelectionBlueprint
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private class TestSliderCircleOverlay : SliderCircleOverlay
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{
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public new HitCirclePiece CirclePiece => base.CirclePiece;
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public TestSliderCircleBlueprint(Slider slider, SliderPosition position)
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public TestSliderCircleOverlay(Slider slider, SliderPosition position)
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: base(slider, position)
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{
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}
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@ -174,10 +174,10 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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AddAssert("body positioned correctly", () => blueprint.BodyPiece.Position == slider.StackedPosition);
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AddAssert("head positioned correctly",
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() => Precision.AlmostEquals(blueprint.HeadBlueprint.CirclePiece.ScreenSpaceDrawQuad.Centre, drawableObject.HeadCircle.ScreenSpaceDrawQuad.Centre));
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() => Precision.AlmostEquals(blueprint.HeadOverlay.CirclePiece.ScreenSpaceDrawQuad.Centre, drawableObject.HeadCircle.ScreenSpaceDrawQuad.Centre));
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AddAssert("tail positioned correctly",
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() => Precision.AlmostEquals(blueprint.TailBlueprint.CirclePiece.ScreenSpaceDrawQuad.Centre, drawableObject.TailCircle.ScreenSpaceDrawQuad.Centre));
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() => Precision.AlmostEquals(blueprint.TailOverlay.CirclePiece.ScreenSpaceDrawQuad.Centre, drawableObject.TailCircle.ScreenSpaceDrawQuad.Centre));
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}
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private void moveMouseToControlPoint(int index)
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@ -195,8 +195,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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private class TestSliderBlueprint : SliderSelectionBlueprint
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{
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public new SliderBodyPiece BodyPiece => base.BodyPiece;
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public new TestSliderCircleBlueprint HeadBlueprint => (TestSliderCircleBlueprint)base.HeadBlueprint;
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public new TestSliderCircleBlueprint TailBlueprint => (TestSliderCircleBlueprint)base.TailBlueprint;
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public new TestSliderCircleOverlay HeadOverlay => (TestSliderCircleOverlay)base.HeadOverlay;
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public new TestSliderCircleOverlay TailOverlay => (TestSliderCircleOverlay)base.TailOverlay;
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public new PathControlPointVisualiser ControlPointVisualiser => base.ControlPointVisualiser;
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public TestSliderBlueprint(Slider slider)
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@ -204,14 +204,14 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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}
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protected override SliderCircleSelectionBlueprint CreateCircleSelectionBlueprint(Slider slider, SliderPosition position) => new TestSliderCircleBlueprint(slider, position);
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protected override SliderCircleOverlay CreateCircleOverlay(Slider slider, SliderPosition position) => new TestSliderCircleOverlay(slider, position);
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}
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private class TestSliderCircleBlueprint : SliderCircleSelectionBlueprint
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private class TestSliderCircleOverlay : SliderCircleOverlay
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{
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public new HitCirclePiece CirclePiece => base.CirclePiece;
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public TestSliderCircleBlueprint(Slider slider, SliderPosition position)
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public TestSliderCircleOverlay(Slider slider, SliderPosition position)
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: base(slider, position)
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{
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}
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@ -1,35 +1,32 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Containers;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public class SliderCircleSelectionBlueprint : OsuSelectionBlueprint<Slider>
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public class SliderCircleOverlay : CompositeDrawable
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{
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protected readonly HitCirclePiece CirclePiece;
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private readonly Slider slider;
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private readonly SliderPosition position;
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public SliderCircleSelectionBlueprint(Slider slider, SliderPosition position)
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: base(slider)
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public SliderCircleOverlay(Slider slider, SliderPosition position)
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{
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this.slider = slider;
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this.position = position;
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InternalChild = CirclePiece = new HitCirclePiece();
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Select();
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}
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protected override void Update()
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{
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base.Update();
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CirclePiece.UpdateFrom(position == SliderPosition.Start ? (HitCircle)HitObject.HeadCircle : HitObject.TailCircle);
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CirclePiece.UpdateFrom(position == SliderPosition.Start ? (HitCircle)slider.HeadCircle : slider.TailCircle);
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}
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// Todo: This is temporary, since the slider circle masks don't do anything special yet. In the future they will handle input.
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public override bool HandlePositionalInput => false;
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}
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}
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@ -26,8 +26,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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public class SliderSelectionBlueprint : OsuSelectionBlueprint<Slider>
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{
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protected SliderBodyPiece BodyPiece { get; private set; }
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protected SliderCircleSelectionBlueprint HeadBlueprint { get; private set; }
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protected SliderCircleSelectionBlueprint TailBlueprint { get; private set; }
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protected SliderCircleOverlay HeadOverlay { get; private set; }
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protected SliderCircleOverlay TailOverlay { get; private set; }
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[CanBeNull]
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protected PathControlPointVisualiser ControlPointVisualiser { get; private set; }
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@ -60,8 +60,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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InternalChildren = new Drawable[]
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{
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BodyPiece = new SliderBodyPiece(),
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HeadBlueprint = CreateCircleSelectionBlueprint(HitObject, SliderPosition.Start),
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TailBlueprint = CreateCircleSelectionBlueprint(HitObject, SliderPosition.End),
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HeadOverlay = CreateCircleOverlay(HitObject, SliderPosition.Start),
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TailOverlay = CreateCircleOverlay(HitObject, SliderPosition.End),
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};
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}
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@ -241,6 +241,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;
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protected virtual SliderCircleSelectionBlueprint CreateCircleSelectionBlueprint(Slider slider, SliderPosition position) => new SliderCircleSelectionBlueprint(slider, position);
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protected virtual SliderCircleOverlay CreateCircleOverlay(Slider slider, SliderPosition position) => new SliderCircleOverlay(slider, position);
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}
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}
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@ -105,7 +105,7 @@ 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="HitObjectSelectionBlueprint"/>, causing it to become visible.
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/// Selects this <see cref="SelectionBlueprint{T}"/>, causing it to become visible.
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/// </summary>
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public void Select() => State = SelectionState.Selected;
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@ -7,7 +7,7 @@ using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// An event which occurs when a <see cref="HitObjectSelectionBlueprint"/> is moved.
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/// An event which occurs when a <see cref="SelectionBlueprint{T}"/> is moved.
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/// </summary>
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public class MoveSelectionEvent<T>
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{
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