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Move common functionality out of OsuSelectionHandler
and implement flip support
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parent
c80e736712
commit
d661e98fa6
@ -12,12 +12,23 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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using Vector2 = osuTK.Vector2;
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namespace osu.Game.Rulesets.Osu.Edit
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namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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public class OsuSelectionHandler : EditorSelectionHandler
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public class OsuSelectionHandler : EditorSelectionHandler
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{
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{
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/// <summary>
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/// During a transform, the initial origin is stored so it can be used throughout the operation.
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/// </summary>
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private Vector2? referenceOrigin;
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/// <summary>
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/// During a transform, the initial path types of a single selected slider are stored so they
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/// can be maintained throughout the operation.
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/// </summary>
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private List<PathType?> referencePathTypes;
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protected override void OnSelectionChanged()
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protected override void OnSelectionChanged()
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{
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{
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base.OnSelectionChanged();
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base.OnSelectionChanged();
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@ -50,17 +61,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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return true;
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return true;
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}
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}
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/// <summary>
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/// During a transform, the initial origin is stored so it can be used throughout the operation.
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/// </summary>
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private Vector2? referenceOrigin;
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/// <summary>
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/// During a transform, the initial path types of a single selected slider are stored so they
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/// can be maintained throughout the operation.
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/// </summary>
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private List<PathType?> referencePathTypes;
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public override bool HandleReverse()
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public override bool HandleReverse()
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{
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{
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var hitObjects = EditorBeatmap.SelectedHitObjects;
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var hitObjects = EditorBeatmap.SelectedHitObjects;
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@ -114,24 +114,10 @@ namespace osu.Game.Rulesets.Osu.Edit
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var hitObjects = selectedMovableObjects;
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var hitObjects = selectedMovableObjects;
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var selectedObjectsQuad = getSurroundingQuad(hitObjects);
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var selectedObjectsQuad = getSurroundingQuad(hitObjects);
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var centre = selectedObjectsQuad.Centre;
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foreach (var h in hitObjects)
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foreach (var h in hitObjects)
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{
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{
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var pos = h.Position;
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h.Position = GetFlippedPosition(direction, selectedObjectsQuad, h.Position);
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switch (direction)
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{
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case Direction.Horizontal:
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pos.X = centre.X - (pos.X - centre.X);
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break;
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case Direction.Vertical:
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pos.Y = centre.Y - (pos.Y - centre.Y);
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break;
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}
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h.Position = pos;
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if (h is Slider slider)
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if (h is Slider slider)
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{
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{
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@ -204,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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referencePathTypes ??= slider.Path.ControlPoints.Select(p => p.Type.Value).ToList();
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referencePathTypes ??= slider.Path.ControlPoints.Select(p => p.Type.Value).ToList();
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Quad sliderQuad = getSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position.Value));
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Quad sliderQuad = GetSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position.Value));
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// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
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// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
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scale = Vector2.ComponentMax(new Vector2(Precision.FLOAT_EPSILON), sliderQuad.Size + scale) - sliderQuad.Size;
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scale = Vector2.ComponentMax(new Vector2(Precision.FLOAT_EPSILON), sliderQuad.Size + scale) - sliderQuad.Size;
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@ -333,7 +319,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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/// </summary>
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/// </summary>
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/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
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/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
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private Quad getSurroundingQuad(OsuHitObject[] hitObjects) =>
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private Quad getSurroundingQuad(OsuHitObject[] hitObjects) =>
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getSurroundingQuad(hitObjects.SelectMany(h =>
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GetSurroundingQuad(hitObjects.SelectMany(h =>
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{
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{
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if (h is IHasPath path)
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if (h is IHasPath path)
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{
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{
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@ -348,30 +334,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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return new[] { h.Position };
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return new[] { h.Position };
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}));
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}));
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/// <summary>
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/// Returns a gamefield-space quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
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private Quad getSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!EditorBeatmap.SelectedHitObjects.Any())
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return new Quad();
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Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
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Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
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// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach (var p in points)
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{
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minPosition = Vector2.ComponentMin(minPosition, p);
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maxPosition = Vector2.ComponentMax(maxPosition, p);
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}
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Vector2 size = maxPosition - minPosition;
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return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
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}
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/// <summary>
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/// <summary>
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/// All osu! hitobjects which can be moved/rotated/scaled.
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/// All osu! hitobjects which can be moved/rotated/scaled.
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/// </summary>
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/// </summary>
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@ -350,5 +350,55 @@ namespace osu.Game.Screens.Edit.Compose.Components
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=> Enumerable.Empty<MenuItem>();
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=> Enumerable.Empty<MenuItem>();
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#endregion
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#endregion
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#region Helper Methods
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/// <summary>
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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protected static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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{
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var centre = quad.Centre;
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switch (direction)
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{
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case Direction.Horizontal:
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position.X = centre.X - (position.X - centre.X);
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break;
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case Direction.Vertical:
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position.Y = centre.Y - (position.Y - centre.Y);
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break;
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}
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return position;
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}
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/// <summary>
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/// Returns a quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
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protected static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!points.Any())
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return new Quad();
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Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
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Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
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// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach (var p in points)
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{
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minPosition = Vector2.ComponentMin(minPosition, p);
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maxPosition = Vector2.ComponentMax(maxPosition, p);
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}
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Vector2 size = maxPosition - minPosition;
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return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
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}
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#endregion
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}
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}
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}
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}
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@ -43,10 +43,16 @@ namespace osu.Game.Skinning.Editor
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public override bool HandleFlip(Direction direction)
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public override bool HandleFlip(Direction direction)
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{
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{
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// TODO: this is temporary as well.
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var selectionQuad = GetSurroundingQuad(SelectedBlueprints.Select(b => b.ScreenSpaceSelectionPoint));
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foreach (var c in SelectedBlueprints)
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foreach (var b in SelectedBlueprints)
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{
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{
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((Drawable)c.Item).Scale *= new Vector2(
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var drawableItem = (Drawable)b.Item;
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drawableItem.Position =
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drawableItem.Parent.ToLocalSpace(GetFlippedPosition(direction, selectionQuad, b.ScreenSpaceSelectionPoint)) - drawableItem.AnchorPosition;
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drawableItem.Scale *= new Vector2(
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direction == Direction.Horizontal ? -1 : 1,
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direction == Direction.Horizontal ? -1 : 1,
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direction == Direction.Vertical ? -1 : 1
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direction == Direction.Vertical ? -1 : 1
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);
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);
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