Path: blob/master/osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics.Primitives; using osu.Game.Configuration; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osuTK; namespace osu.Game.Rulesets.Edit { public abstract partial class HitObjectSelectionBlueprint : SelectionBlueprint<HitObject> { /// <summary> /// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectSelectionBlueprint"/> applies to. /// </summary> public DrawableHitObject DrawableObject { get; internal set; } /// <summary> /// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive. /// </summary> protected virtual bool AlwaysShowWhenSelected => false; /// <summary> /// Whether extra animations should be shown to convey hit position / state in addition to gameplay animations. /// </summary> protected Bindable<bool> ShowHitMarkers { get; private set; } protected override bool ShouldBeAlive => (DrawableObject?.IsAlive == true && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected); protected HitObjectSelectionBlueprint(HitObject hitObject) : base(hitObject) { } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { ShowHitMarkers = config.GetBindable<bool>(OsuSetting.EditorShowHitMarkers); } public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos); public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre; public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad; } public abstract partial class HitObjectSelectionBlueprint<T> : HitObjectSelectionBlueprint where T : HitObject { public T HitObject => (T)Item; protected HitObjectSelectionBlueprint(T item) : base(item) { } } }