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Use closest origin along with closest anchor
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5cdaafdb1e
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@ -457,7 +457,7 @@ namespace osu.Game.Overlays.SkinEditor
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}
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SelectedComponents.Add(component);
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SkinSelectionHandler.ApplyClosestAnchor(drawableComponent);
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SkinSelectionHandler.ApplyClosestAnchorOrigin(drawableComponent);
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return true;
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}
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@ -204,15 +204,20 @@ namespace osu.Game.Overlays.SkinEditor
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drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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if (item.UsesFixedAnchor) continue;
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ApplyClosestAnchor(drawable);
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if (!item.UsesFixedAnchor)
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ApplyClosestAnchorOrigin(drawable);
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}
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return true;
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}
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public static void ApplyClosestAnchor(Drawable drawable) => applyAnchor(drawable, getClosestAnchor(drawable));
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public static void ApplyClosestAnchorOrigin(Drawable drawable)
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{
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var closest = getClosestAnchor(drawable);
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applyAnchor(drawable, closest);
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applyOrigin(drawable, closest);
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}
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protected override void OnSelectionChanged()
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{
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@ -325,15 +330,10 @@ namespace osu.Game.Overlays.SkinEditor
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{
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var drawable = (Drawable)item;
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if (origin == drawable.Origin) continue;
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applyOrigin(drawable, origin);
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var previousOrigin = drawable.OriginPosition;
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drawable.Origin = origin;
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drawable.Position += drawable.OriginPosition - previousOrigin;
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if (item.UsesFixedAnchor) continue;
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ApplyClosestAnchor(drawable);
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if (item.UsesFixedAnchor)
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ApplyClosestAnchorOrigin(drawable);
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}
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OnOperationEnded();
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@ -368,7 +368,7 @@ namespace osu.Game.Overlays.SkinEditor
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foreach (var item in SelectedItems)
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{
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item.UsesFixedAnchor = false;
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ApplyClosestAnchor((Drawable)item);
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ApplyClosestAnchorOrigin((Drawable)item);
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}
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OnOperationEnded();
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@ -414,6 +414,15 @@ namespace osu.Game.Overlays.SkinEditor
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drawable.Position -= drawable.AnchorPosition - previousAnchor;
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}
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private static void applyOrigin(Drawable drawable, Anchor origin)
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{
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if (origin == drawable.Origin) return;
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var previousOrigin = drawable.OriginPosition;
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drawable.Origin = origin;
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drawable.Position += drawable.OriginPosition - previousOrigin;
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}
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private static void adjustScaleFromAnchor(ref Vector2 scale, Anchor reference)
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{
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// cancel out scale in axes we don't care about (based on which drag handle was used).
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