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Add very basic skin editor test
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osu.Game.Tests/Visual/Gameplay/TestSceneSkinEditor.cs
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osu.Game.Tests/Visual/Gameplay/TestSceneSkinEditor.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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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.Shapes;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinEditor : OsuTestScene
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{
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private HUDOverlay hudOverlay;
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create hud", () =>
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{
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hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
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// Add any key just to display the key counter visually.
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hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
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hudOverlay.ComboCounter.Current.Value = 1;
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});
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AddStep("create editor overlay", () => Add(new SkinEditor(hudOverlay)));
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}
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public class SkinEditor : CompositeDrawable
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{
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private readonly Drawable target;
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public SkinEditor(Drawable target)
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{
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this.target = target;
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RelativeSizeAxes = Axes.Both;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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InternalChildren = new[]
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{
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target,
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new SkinBlueprintContainer(target),
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};
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}
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public class SkinBlueprintContainer : BlueprintContainer<SkinnableHUDComponent>
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{
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private readonly Drawable target;
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public SkinBlueprintContainer(Drawable target)
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{
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this.target = target;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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SkinnableHUDComponent[] components = target.ChildrenOfType<SkinnableHUDComponent>().ToArray();
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foreach (var c in components)
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{
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Logger.Log($"Adding blueprint for {c.GetType()}");
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AddBlueprintFor(c);
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}
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}
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protected override SelectionHandler<SkinnableHUDComponent> CreateSelectionHandler() => new SkinSelectionHandler();
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public class SkinSelectionHandler : SelectionHandler<SkinnableHUDComponent>
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{
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protected override void DeleteItems(IEnumerable<SkinnableHUDComponent> items)
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{
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foreach (var i in items)
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i.Drawable.Expire();
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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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foreach (var c in SelectedBlueprints)
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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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c.Item.Scale += scale * 0.01f;
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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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if ((reference & Anchor.x1) > 0) scale.X = 0;
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if ((reference & Anchor.y1) > 0) scale.Y = 0;
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// reverse the scale direction if dragging from top or left.
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if ((reference & Anchor.x0) > 0) scale.X = -scale.X;
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if ((reference & Anchor.y0) > 0) scale.Y = -scale.Y;
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}
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public override bool HandleMovement(MoveSelectionEvent<SkinnableHUDComponent> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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c.Item.Position += moveEvent.InstantDelta;
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return true;
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}
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}
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protected override SelectionBlueprint<SkinnableHUDComponent> CreateBlueprintFor(SkinnableHUDComponent component)
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=> new SkinBlueprint(component);
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public class SkinBlueprint : SelectionBlueprint<SkinnableHUDComponent>
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{
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/// <summary>
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/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
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/// </summary>
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public readonly SkinnableHUDComponent Component;
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private Container box;
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private Drawable drawable => Component.Drawable;
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/// <summary>
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/// Whether the blueprint should be shown even when the <see cref="Component"/> is not alive.
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/// </summary>
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protected virtual bool AlwaysShowWhenSelected => false;
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protected override bool ShouldBeAlive => (Component.IsAlive && Component.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
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public SkinBlueprint(SkinnableHUDComponent component)
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: base(component)
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{
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Component = component;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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InternalChildren = new Drawable[]
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{
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box = new Container
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{
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Colour = colours.Yellow,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.2f,
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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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}
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private Quad drawableQuad;
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public override Quad ScreenSpaceDrawQuad => drawableQuad;
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protected override void Update()
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{
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base.Update();
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drawableQuad = drawable.ScreenSpaceDrawQuad;
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var quad = ToLocalSpace(drawable.ScreenSpaceDrawQuad);
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box.Position = quad.TopLeft;
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box.Size = quad.Size;
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box.Rotation = Component.Rotation;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => drawable.ReceivePositionalInputAt(screenSpacePos);
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public override Vector2 ScreenSpaceSelectionPoint => Component.ToScreenSpace(Vector2.Zero);
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public override Quad SelectionQuad => drawable.ScreenSpaceDrawQuad;
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public override Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Component.Parent.ToLocalSpace(screenSpacePosition) - Component.Position;
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}
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}
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}
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}
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}
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