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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:57:39 +08:00

Refactor to be able to get a quad for the current selection

This commit is contained in:
Dean Herbert 2020-09-29 19:50:03 +09:00
parent 0a10e40ce0
commit 33b24b6f46

View File

@ -1,8 +1,10 @@
// 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.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit.Compose.Components;
@ -54,7 +56,6 @@ namespace osu.Game.Rulesets.Osu.Edit
private void handleRotation(DragEvent e)
{
// selectionArea.Rotation += e.Delta.X;
}
public override bool HandleMovement(MoveSelectionEvent moveEvent) =>
@ -62,24 +63,11 @@ namespace osu.Game.Rulesets.Osu.Edit
private bool scaleSelection(Vector2 scale)
{
Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
Quad quad = getSelectionQuad();
// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
foreach (var h in SelectedHitObjects.OfType<OsuHitObject>())
{
if (h is Spinner)
{
// Spinners don't support position adjustments
continue;
}
Vector2 minPosition = quad.TopLeft;
// Stacking is not considered
minPosition = Vector2.ComponentMin(minPosition, Vector2.ComponentMin(h.EndPosition, h.Position));
maxPosition = Vector2.ComponentMax(maxPosition, Vector2.ComponentMax(h.EndPosition, h.Position));
}
Vector2 size = maxPosition - minPosition;
Vector2 size = quad.Size;
Vector2 newSize = size + scale;
foreach (var h in SelectedHitObjects.OfType<OsuHitObject>())
@ -134,5 +122,52 @@ namespace osu.Game.Rulesets.Osu.Edit
return true;
}
private Quad getSelectionQuad()
{
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
foreach (var h in SelectedHitObjects.OfType<OsuHitObject>())
{
if (h is Spinner)
{
// Spinners don't support position adjustments
continue;
}
// Stacking is not considered
minPosition = Vector2.ComponentMin(minPosition, Vector2.ComponentMin(h.EndPosition, h.Position));
maxPosition = Vector2.ComponentMax(maxPosition, Vector2.ComponentMax(h.EndPosition, h.Position));
}
Vector2 size = maxPosition - minPosition;
return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
}
/// <summary>
/// Returns rotated position from a given point.
/// </summary>
/// <param name="p">The point.</param>
/// <param name="center">The center to rotate around.</param>
/// <param name="angle">The angle to rotate (in degrees).</param>
internal static Vector2 Rotate(Vector2 p, Vector2 center, int angle)
{
angle = -angle;
p.X -= center.X;
p.Y -= center.Y;
Vector2 ret;
ret.X = (float)(p.X * Math.Cos(angle / 180f * Math.PI) + p.Y * Math.Sin(angle / 180f * Math.PI));
ret.Y = (float)(p.X * -Math.Sin(angle / 180f * Math.PI) + p.Y * Math.Cos(angle / 180f * Math.PI));
ret.X += center.X;
ret.Y += center.Y;
return ret;
}
}
}