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Rename CanRotate property of SelectionRotationHandler to a more descriptive name
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@ -19,6 +19,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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public partial class OsuSelectionRotationHandler : SelectionRotationHandler
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public partial class OsuSelectionRotationHandler : SelectionRotationHandler
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{
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{
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public BindableBool CanRotatePlayfieldOrigin { get; private set; } = new();
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[Resolved]
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[Resolved]
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private IEditorChangeHandler? changeHandler { get; set; }
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private IEditorChangeHandler? changeHandler { get; set; }
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@ -41,7 +42,8 @@ namespace osu.Game.Rulesets.Osu.Edit
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private void updateState()
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private void updateState()
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{
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{
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var quad = GeometryUtils.GetSurroundingQuad(selectedMovableObjects);
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var quad = GeometryUtils.GetSurroundingQuad(selectedMovableObjects);
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CanRotate.Value = quad.Width > 0 || quad.Height > 0;
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CanRotateSelectionOrigin.Value = quad.Width > 0 || quad.Height > 0;
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CanRotatePlayfieldOrigin.Value = selectedItems.Any();
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}
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}
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private OsuHitObject[]? objectsInRotation;
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private OsuHitObject[]? objectsInRotation;
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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// bindings to `Enabled` on the buttons are decoupled on purpose
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// bindings to `Enabled` on the buttons are decoupled on purpose
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// due to the weird `OsuButton` behaviour of resetting `Enabled` to `false` when `Action` is set.
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// due to the weird `OsuButton` behaviour of resetting `Enabled` to `false` when `Action` is set.
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canRotate.BindTo(RotationHandler.CanRotate);
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canRotate.BindTo(RotationHandler.CanRotateSelectionOrigin);
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canRotate.BindValueChanged(_ => rotateButton.Enabled.Value = canRotate.Value, true);
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canRotate.BindValueChanged(_ => rotateButton.Enabled.Value = canRotate.Value, true);
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}
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}
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@ -89,7 +89,7 @@ namespace osu.Game.Tests.Visual.Editing
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{
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{
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this.getTargetContainer = getTargetContainer;
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this.getTargetContainer = getTargetContainer;
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CanRotate.Value = true;
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CanRotateSelectionOrigin.Value = true;
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}
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}
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[CanBeNull]
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[CanBeNull]
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@ -41,7 +41,7 @@ namespace osu.Game.Overlays.SkinEditor
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private void updateState()
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private void updateState()
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{
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{
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CanRotate.Value = selectedItems.Count > 0;
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CanRotateSelectionOrigin.Value = selectedItems.Count > 0;
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}
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}
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private Drawable[]? objectsInRotation;
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private Drawable[]? objectsInRotation;
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@ -174,7 +174,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void load()
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private void load()
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{
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{
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if (rotationHandler != null)
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if (rotationHandler != null)
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canRotate.BindTo(rotationHandler.CanRotate);
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canRotate.BindTo(rotationHandler.CanRotateSelectionOrigin);
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canRotate.BindValueChanged(_ => recreate(), true);
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canRotate.BindValueChanged(_ => recreate(), true);
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}
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}
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@ -13,9 +13,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public partial class SelectionRotationHandler : Component
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public partial class SelectionRotationHandler : Component
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{
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{
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/// <summary>
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/// <summary>
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/// Whether the rotation can currently be performed.
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/// Whether rotation anchored by the selection origin can currently be performed.
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/// This is in constrast to rotation anchored by the entire field.
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/// </summary>
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/// </summary>
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public Bindable<bool> CanRotate { get; private set; } = new BindableBool();
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public Bindable<bool> CanRotateSelectionOrigin { get; private set; } = new BindableBool();
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/// <summary>
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/// <summary>
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/// Performs a single, instant, atomic rotation operation.
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/// Performs a single, instant, atomic rotation operation.
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