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// 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.
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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Utils ;
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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 ;
using osu.Game.Screens.Edit.Compose.Components ;
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using osuTK ;
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namespace osu.Game.Rulesets.Osu.Edit
{
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public class OsuSelectionHandler : SelectionHandler
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{
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protected override void OnSelectionChanged ( )
{
base . OnSelectionChanged ( ) ;
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Quad quad = selectedMovableObjects . Length > 0 ? getSurroundingQuad ( selectedMovableObjects ) : new Quad ( ) ;
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SelectionBox . CanRotate = quad . Width > 0 | | quad . Height > 0 ;
SelectionBox . CanScaleX = quad . Width > 0 ;
SelectionBox . CanScaleY = quad . Height > 0 ;
SelectionBox . CanReverse = EditorBeatmap . SelectedHitObjects . Count > 1 | | EditorBeatmap . SelectedHitObjects . Any ( s = > s is Slider ) ;
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}
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protected override void OnOperationEnded ( )
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{
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base . OnOperationEnded ( ) ;
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referenceOrigin = null ;
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referencePathTypes = null ;
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}
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public override bool HandleMovement ( MoveSelectionEvent moveEvent )
{
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var hitObjects = selectedMovableObjects ;
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// this will potentially move the selection out of bounds...
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foreach ( var h in hitObjects )
h . Position + = moveEvent . InstantDelta ;
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// but this will be corrected.
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moveSelectionInBounds ( ) ;
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return true ;
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}
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/// <summary>
/// During a transform, the initial origin is stored so it can be used throughout the operation.
/// </summary>
private Vector2 ? referenceOrigin ;
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/// <summary>
/// During a transform, the initial path types of a single selected slider are stored so they
/// can be maintained throughout the operation.
/// </summary>
private List < PathType ? > referencePathTypes ;
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public override bool HandleReverse ( )
{
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var hitObjects = EditorBeatmap . SelectedHitObjects ;
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double endTime = hitObjects . Max ( h = > h . GetEndTime ( ) ) ;
double startTime = hitObjects . Min ( h = > h . StartTime ) ;
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bool moreThanOneObject = hitObjects . Count > 1 ;
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foreach ( var h in hitObjects )
{
if ( moreThanOneObject )
h . StartTime = endTime - ( h . GetEndTime ( ) - startTime ) ;
if ( h is Slider slider )
{
var points = slider . Path . ControlPoints . ToArray ( ) ;
Vector2 endPos = points . Last ( ) . Position . Value ;
slider . Path . ControlPoints . Clear ( ) ;
slider . Position + = endPos ;
PathType ? lastType = null ;
for ( var i = 0 ; i < points . Length ; i + + )
{
var p = points [ i ] ;
p . Position . Value - = endPos ;
// propagate types forwards to last null type
if ( i = = points . Length - 1 )
p . Type . Value = lastType ;
else if ( p . Type . Value ! = null )
{
var newType = p . Type . Value ;
p . Type . Value = lastType ;
lastType = newType ;
}
slider . Path . ControlPoints . Insert ( 0 , p ) ;
}
}
}
return true ;
}
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public override bool HandleFlip ( Direction direction )
{
var hitObjects = selectedMovableObjects ;
var selectedObjectsQuad = getSurroundingQuad ( hitObjects ) ;
var centre = selectedObjectsQuad . Centre ;
foreach ( var h in hitObjects )
{
var pos = h . Position ;
switch ( direction )
{
case Direction . Horizontal :
pos . X = centre . X - ( pos . X - centre . X ) ;
break ;
case Direction . Vertical :
pos . Y = centre . Y - ( pos . Y - centre . Y ) ;
break ;
}
h . Position = pos ;
if ( h is Slider slider )
{
foreach ( var point in slider . Path . ControlPoints )
{
point . Position . Value = new Vector2 (
( direction = = Direction . Horizontal ? - 1 : 1 ) * point . Position . Value . X ,
( direction = = Direction . Vertical ? - 1 : 1 ) * point . Position . Value . Y
) ;
}
}
}
return true ;
}
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public override bool HandleScale ( Vector2 scale , Anchor reference )
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{
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adjustScaleFromAnchor ( ref scale , reference ) ;
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var hitObjects = selectedMovableObjects ;
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// for the time being, allow resizing of slider paths only if the slider is
// the only hit object selected. with a group selection, it's likely the user
// is not looking to change the duration of the slider but expand the whole pattern.
if ( hitObjects . Length = = 1 & & hitObjects . First ( ) is Slider slider )
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scaleSlider ( slider , scale ) ;
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else
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scaleHitObjects ( hitObjects , reference , scale ) ;
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moveSelectionInBounds ( ) ;
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return true ;
}
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private static void adjustScaleFromAnchor ( ref Vector2 scale , Anchor reference )
{
// cancel out scale in axes we don't care about (based on which drag handle was used).
if ( ( reference & Anchor . x1 ) > 0 ) scale . X = 0 ;
if ( ( reference & Anchor . y1 ) > 0 ) scale . Y = 0 ;
// reverse the scale direction if dragging from top or left.
if ( ( reference & Anchor . x0 ) > 0 ) scale . X = - scale . X ;
if ( ( reference & Anchor . y0 ) > 0 ) scale . Y = - scale . Y ;
}
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public override bool HandleRotation ( float delta )
{
var hitObjects = selectedMovableObjects ;
Quad quad = getSurroundingQuad ( hitObjects ) ;
referenceOrigin ? ? = quad . Centre ;
foreach ( var h in hitObjects )
{
h . Position = rotatePointAroundOrigin ( h . Position , referenceOrigin . Value , delta ) ;
if ( h is IHasPath path )
{
foreach ( var point in path . Path . ControlPoints )
point . Position . Value = rotatePointAroundOrigin ( point . Position . Value , Vector2 . Zero , delta ) ;
}
}
// this isn't always the case but let's be lenient for now.
return true ;
}
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private void scaleSlider ( Slider slider , Vector2 scale )
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{
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referencePathTypes ? ? = slider . Path . ControlPoints . Select ( p = > p . Type . Value ) . ToList ( ) ;
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Quad sliderQuad = getSurroundingQuad ( slider . Path . ControlPoints . Select ( p = > p . Position . Value ) ) ;
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// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
scale = Vector2 . ComponentMax ( new Vector2 ( Precision . FLOAT_EPSILON ) , sliderQuad . Size + scale ) - sliderQuad . Size ;
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Vector2 pathRelativeDeltaScale = new Vector2 ( 1 + scale . X / sliderQuad . Width , 1 + scale . Y / sliderQuad . Height ) ;
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Queue < Vector2 > oldControlPoints = new Queue < Vector2 > ( ) ;
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foreach ( var point in slider . Path . ControlPoints )
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{
oldControlPoints . Enqueue ( point . Position . Value ) ;
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point . Position . Value * = pathRelativeDeltaScale ;
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}
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// Maintain the path types in case they were defaulted to bezier at some point during scaling
for ( int i = 0 ; i < slider . Path . ControlPoints . Count ; + + i )
slider . Path . ControlPoints [ i ] . Type . Value = referencePathTypes [ i ] ;
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//if sliderhead or sliderend end up outside playfield, revert scaling.
Quad scaledQuad = getSurroundingQuad ( new OsuHitObject [ ] { slider } ) ;
( bool xInBounds , bool yInBounds ) = isQuadInBounds ( scaledQuad ) ;
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if ( xInBounds & & yInBounds )
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return ;
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foreach ( var point in slider . Path . ControlPoints )
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point . Position . Value = oldControlPoints . Dequeue ( ) ;
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}
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private void scaleHitObjects ( OsuHitObject [ ] hitObjects , Anchor reference , Vector2 scale )
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{
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scale = getClampedScale ( hitObjects , reference , scale ) ;
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// move the selection before scaling if dragging from top or left anchors.
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float xOffset = ( ( reference & Anchor . x0 ) > 0 ) ? - scale . X : 0 ;
float yOffset = ( ( reference & Anchor . y0 ) > 0 ) ? - scale . Y : 0 ;
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Quad selectionQuad = getSurroundingQuad ( hitObjects ) ;
foreach ( var h in hitObjects )
{
var newPosition = h . Position ;
// guard against no-ops and NaN.
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if ( scale . X ! = 0 & & selectionQuad . Width > 0 )
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newPosition . X = selectionQuad . TopLeft . X + xOffset + ( h . X - selectionQuad . TopLeft . X ) / selectionQuad . Width * ( selectionQuad . Width + scale . X ) ;
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if ( scale . Y ! = 0 & & selectionQuad . Height > 0 )
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newPosition . Y = selectionQuad . TopLeft . Y + yOffset + ( h . Y - selectionQuad . TopLeft . Y ) / selectionQuad . Height * ( selectionQuad . Height + scale . Y ) ;
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h . Position = newPosition ;
}
}
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private ( bool X , bool Y ) isQuadInBounds ( Quad quad )
{
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bool xInBounds = ( quad . TopLeft . X > = 0 ) & & ( quad . BottomRight . X < = DrawWidth ) ;
bool yInBounds = ( quad . TopLeft . Y > = 0 ) & & ( quad . BottomRight . Y < = DrawHeight ) ;
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return ( xInBounds , yInBounds ) ;
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}
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private void moveSelectionInBounds ( )
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{
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var hitObjects = selectedMovableObjects ;
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Quad quad = getSurroundingQuad ( hitObjects ) ;
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Vector2 delta = Vector2 . Zero ;
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if ( quad . TopLeft . X < 0 )
delta . X - = quad . TopLeft . X ;
if ( quad . TopLeft . Y < 0 )
delta . Y - = quad . TopLeft . Y ;
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if ( quad . BottomRight . X > DrawWidth )
delta . X - = quad . BottomRight . X - DrawWidth ;
if ( quad . BottomRight . Y > DrawHeight )
delta . Y - = quad . BottomRight . Y - DrawHeight ;
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foreach ( var h in hitObjects )
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h . Position + = delta ;
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}
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/// <summary>
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/// Clamp scale for multi-object-scaling where selection does not exceed playfield bounds or flip.
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/// </summary>
/// <param name="hitObjects">The hitobjects to be scaled</param>
/// <param name="reference">The anchor from which the scale operation is performed</param>
/// <param name="scale">The scale to be clamped</param>
/// <returns>The clamped scale vector</returns>
private Vector2 getClampedScale ( OsuHitObject [ ] hitObjects , Anchor reference , Vector2 scale )
{
float xOffset = ( ( reference & Anchor . x0 ) > 0 ) ? - scale . X : 0 ;
float yOffset = ( ( reference & Anchor . y0 ) > 0 ) ? - scale . Y : 0 ;
Quad selectionQuad = getSurroundingQuad ( hitObjects ) ;
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//todo: this is not always correct for selections involving sliders. This approximation assumes each point is scaled independently, but sliderends move with the sliderhead.
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Quad scaledQuad = new Quad ( selectionQuad . TopLeft . X + xOffset , selectionQuad . TopLeft . Y + yOffset , selectionQuad . Width + scale . X , selectionQuad . Height + scale . Y ) ;
//max Size -> playfield bounds
if ( scaledQuad . TopLeft . X < 0 )
scale . X + = scaledQuad . TopLeft . X ;
if ( scaledQuad . TopLeft . Y < 0 )
scale . Y + = scaledQuad . TopLeft . Y ;
if ( scaledQuad . BottomRight . X > DrawWidth )
scale . X - = scaledQuad . BottomRight . X - DrawWidth ;
if ( scaledQuad . BottomRight . Y > DrawHeight )
scale . Y - = scaledQuad . BottomRight . Y - DrawHeight ;
//min Size -> almost 0. Less than 0 causes the quad to flip, exactly 0 causes scaling to get stuck at minimum scale.
Vector2 scaledSize = selectionQuad . Size + scale ;
Vector2 minSize = new Vector2 ( Precision . FLOAT_EPSILON ) ;
scale = Vector2 . ComponentMax ( minSize , scaledSize ) - selectionQuad . Size ;
return scale ;
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}
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/// <summary>
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/// Returns a gamefield-space quad surrounding the provided hit objects.
/// </summary>
/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
private Quad getSurroundingQuad ( OsuHitObject [ ] hitObjects ) = >
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getSurroundingQuad ( hitObjects . SelectMany ( h = >
{
if ( h is IHasPath path )
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{
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return new [ ]
{
h . Position ,
// can't use EndPosition for reverse slider cases.
h . Position + path . Path . PositionAt ( 1 )
} ;
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}
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return new [ ] { h . Position } ;
} ) ) ;
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/// <summary>
/// Returns a gamefield-space quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
private Quad getSurroundingQuad ( IEnumerable < Vector2 > points )
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{
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if ( ! EditorBeatmap . SelectedHitObjects . Any ( ) )
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return new Quad ( ) ;
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Vector2 minPosition = new Vector2 ( float . MaxValue , float . MaxValue ) ;
Vector2 maxPosition = new Vector2 ( float . MinValue , float . MinValue ) ;
// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach ( var p in points )
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{
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minPosition = Vector2 . ComponentMin ( minPosition , p ) ;
maxPosition = Vector2 . ComponentMax ( maxPosition , p ) ;
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}
Vector2 size = maxPosition - minPosition ;
return new Quad ( minPosition . X , minPosition . Y , size . X , size . Y ) ;
}
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/// <summary>
/// All osu! hitobjects which can be moved/rotated/scaled.
/// </summary>
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private OsuHitObject [ ] selectedMovableObjects = > EditorBeatmap . SelectedHitObjects
. OfType < OsuHitObject > ( )
. Where ( h = > ! ( h is Spinner ) )
. ToArray ( ) ;
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/// <summary>
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/// Rotate a point around an arbitrary origin.
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/// </summary>
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/// <param name="point">The point.</param>
/// <param name="origin">The centre origin to rotate around.</param>
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/// <param name="angle">The angle to rotate (in degrees).</param>
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private static Vector2 rotatePointAroundOrigin ( Vector2 point , Vector2 origin , float angle )
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{
angle = - angle ;
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point . X - = origin . X ;
point . Y - = origin . Y ;
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Vector2 ret ;
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ret . X = point . X * MathF . Cos ( MathUtils . DegreesToRadians ( angle ) ) + point . Y * MathF . Sin ( MathUtils . DegreesToRadians ( angle ) ) ;
ret . Y = point . X * - MathF . Sin ( MathUtils . DegreesToRadians ( angle ) ) + point . Y * MathF . Cos ( MathUtils . DegreesToRadians ( angle ) ) ;
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ret . X + = origin . X ;
ret . Y + = origin . Y ;
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return ret ;
}
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}
}