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osu-lazer/osu.Game/Skinning/Editor/SkinSelectionHandler.cs

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C#
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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.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Extensions;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
namespace osu.Game.Skinning.Editor
{
public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
{
[Resolved]
private SkinEditor skinEditor { get; set; }
public override bool HandleRotation(float angle)
{
// TODO: this doesn't correctly account for origin/anchor specs being different in a multi-selection.
foreach (var c in SelectedBlueprints)
((Drawable)c.Item).Rotation += angle;
return base.HandleRotation(angle);
}
public override bool HandleScale(Vector2 scale, Anchor anchor)
{
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// convert scale to screen space
scale = ToScreenSpace(scale) - ToScreenSpace(Vector2.Zero);
adjustScaleFromAnchor(ref scale, anchor);
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var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
// the selection quad is always upright, so use a rect to make mutating the values easier.
var adjustedRect = selectionQuad.AABBFloat;
// for now aspect lock scale adjustments that occur at corners.
if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
scale.Y = scale.X / selectionQuad.Width * selectionQuad.Height;
if (anchor.HasFlagFast(Anchor.x0))
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{
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adjustedRect.X -= scale.X;
adjustedRect.Width += scale.X;
}
else if (anchor.HasFlagFast(Anchor.x2))
{
adjustedRect.Width += scale.X;
}
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if (anchor.HasFlagFast(Anchor.y0))
{
adjustedRect.Y -= scale.Y;
adjustedRect.Height += scale.Y;
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}
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else if (anchor.HasFlagFast(Anchor.y2))
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{
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adjustedRect.Height += scale.Y;
}
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// scale adjust should match that of the quad itself.
var scaledDelta = new Vector2(
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adjustedRect.Width / selectionQuad.Width,
adjustedRect.Height / selectionQuad.Height
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);
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foreach (var b in SelectedBlueprints)
{
var drawableItem = (Drawable)b.Item;
// each drawable's relative position should be maintained in the scaled quad.
var screenPosition = b.ScreenSpaceSelectionPoint;
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var relativePositionInOriginal =
new Vector2(
(screenPosition.X - selectionQuad.TopLeft.X) / selectionQuad.Width,
(screenPosition.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height
);
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var newPositionInAdjusted = new Vector2(
adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X,
adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y
);
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drawableItem.Position = drawableItem.Parent.ToLocalSpace(newPositionInAdjusted) - drawableItem.AnchorPosition;
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drawableItem.Scale *= scaledDelta;
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}
return true;
}
public override bool HandleFlip(Direction direction)
{
var selectionQuad = GetSurroundingQuad(SelectedBlueprints.Select(b => b.ScreenSpaceSelectionPoint));
foreach (var b in SelectedBlueprints)
{
var drawableItem = (Drawable)b.Item;
drawableItem.Position =
drawableItem.Parent.ToLocalSpace(GetFlippedPosition(direction, selectionQuad, b.ScreenSpaceSelectionPoint)) - drawableItem.AnchorPosition;
drawableItem.Scale *= new Vector2(
direction == Direction.Horizontal ? -1 : 1,
direction == Direction.Vertical ? -1 : 1
);
}
return true;
}
public override bool HandleMovement(MoveSelectionEvent<ISkinnableDrawable> moveEvent)
{
foreach (var c in SelectedBlueprints)
{
Drawable drawable = (Drawable)c.Item;
drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
}
return true;
}
protected override void OnSelectionChanged()
{
base.OnSelectionChanged();
SelectionBox.CanRotate = true;
SelectionBox.CanScaleX = true;
SelectionBox.CanScaleY = true;
SelectionBox.CanReverse = false;
}
protected override void DeleteItems(IEnumerable<ISkinnableDrawable> items) =>
skinEditor.DeleteItems(items.ToArray());
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection)
{
yield return new OsuMenuItem("Anchor")
{
Items = createAnchorItems(d => d.Anchor, applyAnchor).ToArray()
};
yield return new OsuMenuItem("Origin")
{
Items = createAnchorItems(d => d.Origin, applyOrigin).ToArray()
};
foreach (var item in base.GetContextMenuItemsForSelection(selection))
yield return item;
IEnumerable<AnchorMenuItem> createAnchorItems(Func<Drawable, Anchor> checkFunction, Action<Anchor> applyFunction)
{
var displayableAnchors = new[]
{
Anchor.TopLeft,
Anchor.TopCentre,
Anchor.TopRight,
Anchor.CentreLeft,
Anchor.Centre,
Anchor.CentreRight,
Anchor.BottomLeft,
Anchor.BottomCentre,
Anchor.BottomRight,
};
return displayableAnchors.Select(a =>
{
return new AnchorMenuItem(a, selection, _ => applyFunction(a))
{
State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == a) }
};
});
}
}
private void applyOrigin(Anchor anchor)
{
foreach (var item in SelectedItems)
{
var drawable = (Drawable)item;
var previousOrigin = drawable.OriginPosition;
drawable.Origin = anchor;
drawable.Position += drawable.OriginPosition - previousOrigin;
}
}
private void applyAnchor(Anchor anchor)
{
foreach (var item in SelectedItems)
{
var drawable = (Drawable)item;
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var previousAnchor = drawable.AnchorPosition;
drawable.Anchor = anchor;
drawable.Position -= drawable.AnchorPosition - previousAnchor;
}
}
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;
}
public class AnchorMenuItem : TernaryStateMenuItem
{
public AnchorMenuItem(Anchor anchor, IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection, Action<TernaryState> action)
: base(anchor.ToString(), getNextState, MenuItemType.Standard, action)
{
}
private static TernaryState getNextState(TernaryState state) => TernaryState.True;
}
}
}