osu/osu.Game/Skinning/Editor/SkinBlueprint.cs
2021-04-30 13:10:42 +09:00

85 lines
2.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Skinning.Editor
{
public class SkinBlueprint : SelectionBlueprint<ISkinnableComponent>
{
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
/// </summary>
public readonly ISkinnableComponent Component;
private Container box;
private Drawable drawable => (Drawable)Component;
/// <summary>
/// Whether the blueprint should be shown even when the <see cref="Component"/> is not alive.
/// </summary>
protected virtual bool AlwaysShowWhenSelected => false;
protected override bool ShouldBeAlive => (drawable.IsAlive && Component.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
public SkinBlueprint(ISkinnableComponent component)
: base(component)
{
Component = component;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChildren = new Drawable[]
{
box = new Container
{
Colour = colours.Yellow,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0.2f,
AlwaysPresent = true,
},
}
},
};
}
private Quad drawableQuad;
public override Quad ScreenSpaceDrawQuad => drawableQuad;
protected override void Update()
{
base.Update();
drawableQuad = drawable.ScreenSpaceDrawQuad;
var quad = ToLocalSpace(drawable.ScreenSpaceDrawQuad);
box.Position = quad.TopLeft;
box.Size = quad.Size;
box.Rotation = drawable.Rotation;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => drawable.ReceivePositionalInputAt(screenSpacePos);
public override Vector2 ScreenSpaceSelectionPoint => drawable.ScreenSpaceDrawQuad.Centre;
public override Quad SelectionQuad => drawable.ScreenSpaceDrawQuad;
}
}