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

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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 System.Runtime.CompilerServices;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Extensions;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using Humanizer;
using osu.Game.Localisation;
namespace osu.Game.Skinning.Editor
{
public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
{
/// <summary>
/// <p>Keeps track of whether a <see cref="Drawable"/> is using the closest <see cref="Drawable.Anchor">anchor point</see> within its <see cref="Drawable.Parent">parent</see>,
/// or whether the user is overriding its anchor point.</p>
/// <p>Each <see cref="KeyValuePair{TKey,TValue}.Key">key</see> is either a direct cast of an Anchor value, or it is equal to <see cref="hash_of_closest_anchor_menu_item"/>. This is done
/// because the "Closest" menu item is not a valid anchor, so something other than an anchor must be used.</p>
/// <p>Each <see cref="KeyValuePair{TKey,TValue}.Value">value</see> is a <see cref="BindableBool"/>. If the <see cref="Bindable{T}.Value"/> is <see langword="false"/>, the user has
/// overridden the anchor point.
/// If <see langword="true"/>, the closest anchor point is assigned to the Drawable when it is either dragged by the user via <see cref="HandleMovement"/>, or when "Closest" is assigned from
/// the anchor context menu via <see cref="applyAnchor"/>.</p>
/// </summary>
/// <remarks>
/// <p>A <see cref="ConditionalWeakTable{TKey,TValue}">ConditionalWeakTable</see> is preferable to a <see cref="Dictionary{TKey,TValue}">Dictionary</see> because a Dictionary will keep
/// orphaned references to a Drawable forever, unless manually pruned</p>
/// <p><see cref="BindableBool"/> is used as a thin wrapper around <see cref="Boolean">bool</see> because ConditionalWeakTable requires a reference type as both a key and a value.</p>
/// </remarks>
private readonly ConditionalWeakTable<Drawable, BindableBool> isDrawableUsingClosestAnchorLookup = new ConditionalWeakTable<Drawable, BindableBool>();
/// <summary>
/// The hash code of the "Closest" menu item in the anchor point context menu.
/// </summary>
/// <remarks>This does not need to change with locale; it need only be constant and distinct from any <see cref="Anchor"/> values.</remarks>
private static readonly int hash_of_closest_anchor_menu_item = @"Closest".GetHashCode();
/// <remarks>Used by <see cref="load"/> to populate <see cref="localisedAnchorMenuItems"/> and <see cref="localisedOriginMenuItems"/>.</remarks>
private static readonly LocalisableString[] unbound_anchor_menu_items =
{
SkinEditorStrings.Closest,
SkinEditorStrings.TopLeft,
SkinEditorStrings.TopCentre,
SkinEditorStrings.TopRight,
SkinEditorStrings.CentreLeft,
SkinEditorStrings.Centre,
SkinEditorStrings.CentreRight,
SkinEditorStrings.BottomLeft,
SkinEditorStrings.BottomCentre,
SkinEditorStrings.BottomRight,
};
/// <remarks>Used by <see cref="load"/> to populate <see cref="localisedAnchorMenuItems"/> and <see cref="localisedOriginMenuItems"/>.</remarks>
private static readonly int[] anchor_menu_hashes =
new[]
{
Anchor.TopLeft,
Anchor.TopCentre,
Anchor.TopRight,
Anchor.CentreLeft,
Anchor.Centre,
Anchor.CentreRight,
Anchor.BottomLeft,
Anchor.BottomCentre,
Anchor.BottomRight,
}
.Cast<int>()
.Prepend(hash_of_closest_anchor_menu_item)
.ToArray();
private Dictionary<int, ILocalisedBindableString> localisedAnchorMenuItems;
private Dictionary<int, ILocalisedBindableString> localisedOriginMenuItems;
private ILocalisedBindableString localisedAnchor;
private ILocalisedBindableString localisedOrigin;
[BackgroundDependencyLoader]
private void load(LocalisationManager localisation)
{
localisedAnchor = localisation.GetLocalisedString(SkinEditorStrings.Anchor);
localisedOrigin = localisation.GetLocalisedString(SkinEditorStrings.Origin);
var boundAnchorMenuItems = unbound_anchor_menu_items.Select(localisation.GetLocalisedString).ToArray();
var anchorPairs = anchor_menu_hashes.Zip(boundAnchorMenuItems, (k, v) => new KeyValuePair<int, ILocalisedBindableString>(k, v)).ToArray();
localisedAnchorMenuItems = new Dictionary<int, ILocalisedBindableString>(anchorPairs);
var originPairs = anchorPairs.Where(pair => pair.Key != hash_of_closest_anchor_menu_item);
localisedOriginMenuItems = new Dictionary<int, ILocalisedBindableString>(originPairs);
}
private Anchor getClosestAnchorForDrawable(Drawable drawable)
{
var parent = drawable.Parent;
if (parent == null)
return drawable.Anchor;
// If there is a better way to get this information, let me know. Was taken from LogoTrackingContainer.ComputeLogoTrackingPosition
// I tried a lot of different things, such as just using Position / ChildSize, but none of them worked properly.
var screenPosition = getOriginPositionFromQuad(drawable.ScreenSpaceDrawQuad, drawable.Origin);
var absolutePosition = parent.ToLocalSpace(screenPosition);
var factor = parent.RelativeToAbsoluteFactor;
var result = default(Anchor);
static Anchor getTieredComponent(float component, Anchor tier0, Anchor tier1, Anchor tier2) =>
component >= 2 / 3f
? tier2
: component >= 1 / 3f
? tier1
: tier0;
result |= getTieredComponent(absolutePosition.X / factor.X, Anchor.x0, Anchor.x1, Anchor.x2);
result |= getTieredComponent(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2);
return result;
}
private Vector2 getOriginPositionFromQuad(in Quad quad, Anchor origin)
{
var result = quad.TopLeft;
if (origin.HasFlagFast(Anchor.x2))
result.X += quad.Width;
else if (origin.HasFlagFast(Anchor.x1))
result.X += quad.Width / 2f;
if (origin.HasFlagFast(Anchor.y2))
result.Y += quad.Height;
else if (origin.HasFlagFast(Anchor.y1))
result.Y += quad.Height / 2f;
return result;
}
/// <remarks>Defaults to <see langword="true"/>, meaning anchors are closest by default.</remarks>
private BindableBool isDrawableUsingClosestAnchor(Drawable drawable) => isDrawableUsingClosestAnchorLookup.GetValue(drawable, _ => new BindableBool(true));
// There may be a more generalised form of this somewhere in the codebase. If so, use that.
private static string getSentenceCaseLocalisedString(ILocalisedBindableString ls) => ls.Value.Transform(To.SentenceCase);
[Resolved]
private SkinEditor skinEditor { get; set; }
public override bool HandleRotation(float angle)
{
if (SelectedBlueprints.Count == 1)
{
// for single items, rotate around the origin rather than the selection centre.
((Drawable)SelectedBlueprints.First().Item).Rotation += angle;
}
else
{
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var selectionQuad = getSelectionQuad();
foreach (var b in SelectedBlueprints)
{
var drawableItem = (Drawable)b.Item;
var rotatedPosition = RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, selectionQuad.Centre, angle);
updateDrawablePosition(drawableItem, rotatedPosition);
drawableItem.Rotation += angle;
}
}
// this isn't always the case but let's be lenient for now.
return true;
}
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);
// the selection quad is always upright, so use an AABB rect to make mutating the values easier.
var selectionRect = getSelectionQuad().AABBFloat;
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// If the selection has no area we cannot scale it
if (selectionRect.Area == 0)
return false;
// copy to mutate, as we will need to compare to the original later on.
var adjustedRect = selectionRect;
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// first, remove any scale axis we are not interested in.
if (anchor.HasFlagFast(Anchor.x1)) scale.X = 0;
if (anchor.HasFlagFast(Anchor.y1)) scale.Y = 0;
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bool shouldAspectLock =
// for now aspect lock scale adjustments that occur at corners..
(!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
// ..or if any of the selection have been rotated.
// this is to avoid requiring skew logic (which would likely not be the user's expected transform anyway).
|| SelectedBlueprints.Any(b => !Precision.AlmostEquals(((Drawable)b.Item).Rotation, 0));
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if (shouldAspectLock)
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{
if (anchor.HasFlagFast(Anchor.x1))
// if dragging from the horizontal centre, only a vertical component is available.
scale.X = scale.Y / selectionRect.Height * selectionRect.Width;
else
// in all other cases (arbitrarily) use the horizontal component for aspect lock.
scale.Y = scale.X / selectionRect.Width * selectionRect.Height;
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}
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if (anchor.HasFlagFast(Anchor.x0)) adjustedRect.X -= scale.X;
if (anchor.HasFlagFast(Anchor.y0)) adjustedRect.Y -= scale.Y;
adjustedRect.Width += scale.X;
adjustedRect.Height += scale.Y;
// scale adjust applied to each individual item should match that of the quad itself.
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var scaledDelta = new Vector2(
adjustedRect.Width / selectionRect.Width,
adjustedRect.Height / selectionRect.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 - selectionRect.TopLeft.X) / selectionRect.Width,
(screenPosition.Y - selectionRect.TopLeft.Y) / selectionRect.Height
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);
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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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updateDrawablePosition(drawableItem, newPositionInAdjusted);
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drawableItem.Scale *= scaledDelta;
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}
return true;
}
public override bool HandleFlip(Direction direction)
{
var selectionQuad = getSelectionQuad();
foreach (var b in SelectedBlueprints)
{
var drawableItem = (Drawable)b.Item;
var flippedPosition = GetFlippedPosition(direction, selectionQuad, b.ScreenSpaceSelectionPoint);
updateDrawablePosition(drawableItem, flippedPosition);
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);
updateDrawableAnchorIfUsingClosest(drawable);
}
return true;
}
private void updateDrawableAnchorIfUsingClosest(Drawable drawable)
{
if (!isDrawableUsingClosestAnchor(drawable).Value) return;
var closestAnchor = getClosestAnchorForDrawable(drawable);
if (closestAnchor == drawable.Anchor) return;
updateDrawableAnchor(drawable, closestAnchor);
}
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)
{
int checkAnchor(Drawable drawable) =>
isDrawableUsingClosestAnchor(drawable).Value
? hash_of_closest_anchor_menu_item
: (int)drawable.Anchor;
yield return new OsuMenuItem(getSentenceCaseLocalisedString(localisedAnchor))
{
Items = createAnchorItems(localisedAnchorMenuItems, checkAnchor, applyAnchor).ToArray()
};
yield return new OsuMenuItem(getSentenceCaseLocalisedString(localisedOrigin))
{
// Origins can't be "closest" so we just cast to int
Items = createAnchorItems(localisedOriginMenuItems, d => (int)d.Origin, applyOrigin).ToArray()
};
foreach (var item in base.GetContextMenuItemsForSelection(selection))
yield return item;
IEnumerable<TernaryStateMenuItem> createAnchorItems(IDictionary<int, ILocalisedBindableString> items, Func<Drawable, int> checkFunction, Action<int> applyFunction) =>
items.Select(pair =>
{
var (hash, ls) = pair;
return new TernaryStateRadioMenuItem(getSentenceCaseLocalisedString(ls), MenuItemType.Standard, _ => applyFunction(hash))
{
State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == hash) }
};
});
}
private static void updateDrawablePosition(Drawable drawable, Vector2 screenSpacePosition)
{
drawable.Position =
drawable.Parent.ToLocalSpace(screenSpacePosition) - drawable.AnchorPosition;
}
private void applyOrigin(int hash)
{
var anchor = (Anchor)hash;
foreach (var item in SelectedItems)
{
var drawable = (Drawable)item;
var previousOrigin = drawable.OriginPosition;
drawable.Origin = anchor;
drawable.Position += drawable.OriginPosition - previousOrigin;
updateDrawableAnchorIfUsingClosest(drawable);
}
}
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/// <summary>
/// A screen-space quad surrounding all selected drawables, accounting for their full displayed size.
/// </summary>
/// <returns></returns>
private Quad getSelectionQuad() =>
GetSurroundingQuad(SelectedBlueprints.SelectMany(b => b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
private void applyAnchor(int hash)
{
foreach (var item in SelectedItems)
{
var drawable = (Drawable)item;
var anchor = getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(hash, drawable);
updateDrawableAnchor(drawable, anchor);
}
}
private static void updateDrawableAnchor(Drawable drawable, Anchor anchor)
{
var previousAnchor = drawable.AnchorPosition;
drawable.Anchor = anchor;
drawable.Position -= drawable.AnchorPosition - previousAnchor;
}
private Anchor getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(int hash, Drawable drawable)
{
var isUsingClosestAnchor = isDrawableUsingClosestAnchor(drawable);
if (hash == hash_of_closest_anchor_menu_item)
{
isUsingClosestAnchor.Value = true;
return getClosestAnchorForDrawable(drawable);
}
isUsingClosestAnchor.Value = false;
return (Anchor)hash;
}
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;
}
}
}