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Reorder methods in SkinSelectionHandler
to follow standards
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parent
a2faa0b74c
commit
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@ -17,6 +17,46 @@ namespace osu.Game.Skinning.Editor
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{
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public class SkinSelectionHandler : SelectionHandler<ISkinnableComponent>
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{
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public override bool HandleRotation(float angle)
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{
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// TODO: this doesn't correctly account for origin/anchor specs being different in a multi-selection.
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foreach (var c in SelectedBlueprints)
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((Drawable)c.Item).Rotation += angle;
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return base.HandleRotation(angle);
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}
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public override bool HandleScale(Vector2 scale, Anchor anchor)
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{
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adjustScaleFromAnchor(ref scale, anchor);
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foreach (var c in SelectedBlueprints)
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((Drawable)c.Item).Scale += scale * 0.01f;
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return true;
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}
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public override bool HandleMovement(MoveSelectionEvent<ISkinnableComponent> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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{
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Drawable drawable = (Drawable)c.Item;
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drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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}
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return true;
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}
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protected override void OnSelectionChanged()
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{
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base.OnSelectionChanged();
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SelectionBox.CanRotate = true;
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SelectionBox.CanScaleX = true;
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SelectionBox.CanScaleY = true;
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SelectionBox.CanReverse = false;
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}
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protected override void DeleteItems(IEnumerable<ISkinnableComponent> items)
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{
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foreach (var i in items)
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@ -67,46 +107,6 @@ namespace osu.Game.Skinning.Editor
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((Drawable)item).Anchor = anchor;
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}
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protected override void OnSelectionChanged()
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{
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base.OnSelectionChanged();
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SelectionBox.CanRotate = true;
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SelectionBox.CanScaleX = true;
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SelectionBox.CanScaleY = true;
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SelectionBox.CanReverse = false;
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}
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public override bool HandleRotation(float angle)
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{
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// TODO: this doesn't correctly account for origin/anchor specs being different in a multi-selection.
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foreach (var c in SelectedBlueprints)
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((Drawable)c.Item).Rotation += angle;
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return base.HandleRotation(angle);
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}
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public override bool HandleScale(Vector2 scale, Anchor anchor)
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{
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adjustScaleFromAnchor(ref scale, anchor);
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foreach (var c in SelectedBlueprints)
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((Drawable)c.Item).Scale += scale * 0.01f;
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return true;
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}
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public override bool HandleMovement(MoveSelectionEvent<ISkinnableComponent> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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{
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Drawable drawable = (Drawable)c.Item;
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drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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}
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return true;
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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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