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Improve visuals of skin blueprint
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parent
1a63ca9ece
commit
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@ -5,12 +5,15 @@ using System;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -29,35 +32,36 @@ namespace osu.Game.Overlays.SkinEditor
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protected override bool ShouldBeAlive => drawable.IsAlive && Item.IsPresent;
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protected override bool ShouldBeAlive => drawable.IsAlive && Item.IsPresent;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public SkinBlueprint(ISerialisableDrawable component)
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public SkinBlueprint(ISerialisableDrawable component)
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: base(component)
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: base(component)
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{
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{
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load(OsuColour colours)
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{
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{
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InternalChildren = new Drawable[]
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InternalChildren = new Drawable[]
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{
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{
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box = new Container
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box = new Container
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{
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{
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Padding = new MarginPadding(-SkinSelectionHandler.INFLATE_SIZE),
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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outlineBox = new Container
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outlineBox = new Container
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Masking = true,
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BorderThickness = 3,
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CornerRadius = 3,
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BorderColour = Color4.White,
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BorderThickness = SelectionBox.BORDER_RADIUS / 2,
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BorderColour = ColourInfo.GradientVertical(colours.Pink4.Darken(0.4f), colours.Pink4),
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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new Box
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new Box
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0f,
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Blending = BlendingParameters.Additive,
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Alpha = 0.2f,
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Colour = ColourInfo.GradientVertical(colours.Pink2, colours.Pink4),
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AlwaysPresent = true,
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AlwaysPresent = true,
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},
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},
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}
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}
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@ -100,9 +104,6 @@ namespace osu.Game.Overlays.SkinEditor
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private void updateSelectedState()
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private void updateSelectedState()
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{
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{
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outlineBox.FadeColour(colours.Pink.Opacity(IsSelected ? 1 : 0.5f), 200, Easing.OutQuint);
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outlineBox.Child.FadeTo(IsSelected ? 0.2f : 0, 200, Easing.OutQuint);
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anchorOriginVisualiser.FadeTo(IsSelected ? 1 : 0, 200, Easing.OutQuint);
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anchorOriginVisualiser.FadeTo(IsSelected ? 1 : 0, 200, Easing.OutQuint);
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}
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}
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@ -134,39 +135,47 @@ namespace osu.Game.Overlays.SkinEditor
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{
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{
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private readonly Drawable drawable;
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private readonly Drawable drawable;
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private readonly Box originBox;
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private Drawable originBox = null!;
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private readonly Box anchorBox;
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private Drawable anchorBox = null!;
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private readonly Box anchorLine;
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private Drawable anchorLine = null!;
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public AnchorOriginVisualiser(Drawable drawable)
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public AnchorOriginVisualiser(Drawable drawable)
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{
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{
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this.drawable = drawable;
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this.drawable = drawable;
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}
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InternalChildren = new Drawable[]
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Color4 anchorColour = colours.Red1;
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Color4 originColour = colours.Red3;
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InternalChildren = new[]
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{
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{
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anchorLine = new Box
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anchorLine = new Circle
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{
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{
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Height = 2,
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Height = 3f,
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Origin = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Colour = Color4.Yellow,
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Colour = ColourInfo.GradientHorizontal(originColour.Opacity(0.5f), originColour),
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EdgeSmoothness = Vector2.One
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},
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},
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originBox = new Box
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originBox = new Circle
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{
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{
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Colour = Color4.Red,
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Colour = originColour,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(5),
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Size = new Vector2(7),
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},
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},
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anchorBox = new Box
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anchorBox = new Circle
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{
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{
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Colour = Color4.Red,
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Colour = anchorColour,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(5),
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Size = new Vector2(10),
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},
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},
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};
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};
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}
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}
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private Vector2? anchorPosition;
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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@ -174,8 +183,18 @@ namespace osu.Game.Overlays.SkinEditor
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if (drawable.Parent == null)
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if (drawable.Parent == null)
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return;
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return;
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var newAnchor = drawable.Parent.ToSpaceOfOtherDrawable(drawable.AnchorPosition, this);
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anchorPosition ??= newAnchor;
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anchorPosition =
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new Vector2(
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(float)Interpolation.DampContinuously(anchorPosition.Value.X, newAnchor.X, 25, Clock.ElapsedFrameTime),
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(float)Interpolation.DampContinuously(anchorPosition.Value.Y, newAnchor.Y, 25, Clock.ElapsedFrameTime)
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);
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originBox.Position = drawable.ToSpaceOfOtherDrawable(drawable.OriginPosition, this);
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originBox.Position = drawable.ToSpaceOfOtherDrawable(drawable.OriginPosition, this);
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anchorBox.Position = drawable.Parent.ToSpaceOfOtherDrawable(drawable.AnchorPosition, this);
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anchorBox.Position = anchorPosition.Value;
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var point1 = ToLocalSpace(anchorBox.ScreenSpaceDrawQuad.Centre);
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var point1 = ToLocalSpace(anchorBox.ScreenSpaceDrawQuad.Centre);
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var point2 = ToLocalSpace(originBox.ScreenSpaceDrawQuad.Centre);
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var point2 = ToLocalSpace(originBox.ScreenSpaceDrawQuad.Centre);
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@ -32,6 +32,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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/// </summary>
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public abstract partial class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction>, IHasContextMenu
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public abstract partial class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction>, IHasContextMenu
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{
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{
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/// <summary>
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/// How much padding around the selection area is added.
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/// </summary>
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public const float INFLATE_SIZE = 5;
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/// <summary>
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/// <summary>
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/// The currently selected blueprints.
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/// The currently selected blueprints.
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/// Should be used when operations are dealing directly with the visible blueprints.
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/// Should be used when operations are dealing directly with the visible blueprints.
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@ -346,7 +351,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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for (int i = 1; i < selectedBlueprints.Count; i++)
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for (int i = 1; i < selectedBlueprints.Count; i++)
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selectionRect = RectangleF.Union(selectionRect, ToLocalSpace(selectedBlueprints[i].SelectionQuad).AABBFloat);
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selectionRect = RectangleF.Union(selectionRect, ToLocalSpace(selectedBlueprints[i].SelectionQuad).AABBFloat);
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selectionRect = selectionRect.Inflate(5f);
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selectionRect = selectionRect.Inflate(INFLATE_SIZE);
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SelectionBox.Position = selectionRect.Location;
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SelectionBox.Position = selectionRect.Location;
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SelectionBox.Size = selectionRect.Size;
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SelectionBox.Size = selectionRect.Size;
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