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Migrate skin element rotation handling to SelectionRotationHandler
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@ -26,31 +26,11 @@ namespace osu.Game.Overlays.SkinEditor
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[Resolved]
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private SkinEditor skinEditor { get; set; } = null!;
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public override bool HandleRotation(float angle)
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public override SelectionRotationHandler CreateRotationHandler() => new SkinSelectionRotationHandler(ChangeHandler)
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{
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if (SelectedBlueprints.Count == 1)
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{
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// for single items, rotate around the origin rather than the selection centre.
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((Drawable)SelectedBlueprints.First().Item).Rotation += angle;
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}
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else
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{
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var selectionQuad = getSelectionQuad();
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foreach (var b in SelectedBlueprints)
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{
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var drawableItem = (Drawable)b.Item;
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var rotatedPosition = GeometryUtils.RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, selectionQuad.Centre, angle);
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updateDrawablePosition(drawableItem, rotatedPosition);
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drawableItem.Rotation += angle;
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}
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}
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// this isn't always the case but let's be lenient for now.
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return true;
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}
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SelectedItems = { BindTarget = SelectedItems },
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UpdatePosition = updateDrawablePosition
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};
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public override bool HandleScale(Vector2 scale, Anchor anchor)
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{
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@ -172,7 +152,6 @@ namespace osu.Game.Overlays.SkinEditor
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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.CanFlipX = true;
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94
osu.Game/Overlays/SkinEditor/SkinSelectionRotationHandler.cs
Normal file
94
osu.Game/Overlays/SkinEditor/SkinSelectionRotationHandler.cs
Normal file
@ -0,0 +1,94 @@
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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.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Game.Overlays.SkinEditor
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{
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public class SkinSelectionRotationHandler : SelectionRotationHandler
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{
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private readonly IEditorChangeHandler? changeHandler;
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public BindableList<ISerialisableDrawable> SelectedItems { get; } = new BindableList<ISerialisableDrawable>();
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public Action<Drawable, Vector2> UpdatePosition { get; init; } = null!;
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public SkinSelectionRotationHandler(IEditorChangeHandler? changeHandler)
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{
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this.changeHandler = changeHandler;
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SelectedItems.CollectionChanged += (_, __) => updateState();
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}
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private void updateState()
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{
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CanRotate.Value = SelectedItems.Count > 0;
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}
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private Drawable[]? objectsInRotation;
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private Vector2? defaultOrigin;
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private Dictionary<Drawable, float>? originalRotations;
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private Dictionary<Drawable, Vector2>? originalPositions;
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public override void Begin()
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{
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if (objectsInRotation != null)
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throw new InvalidOperationException($"Cannot {nameof(Begin)} a rotate operation while another is in progress!");
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changeHandler?.BeginChange();
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objectsInRotation = SelectedItems.Cast<Drawable>().ToArray();
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originalRotations = objectsInRotation.ToDictionary(d => d, d => d.Rotation);
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originalPositions = objectsInRotation.ToDictionary(d => d, d => d.ToScreenSpace(d.OriginPosition));
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defaultOrigin = GeometryUtils.GetSurroundingQuad(objectsInRotation.SelectMany(d => d.ScreenSpaceDrawQuad.GetVertices().ToArray())).Centre;
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}
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public override void Update(float rotation, Vector2? origin = null)
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{
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if (objectsInRotation == null)
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throw new InvalidOperationException($"Cannot {nameof(Update)} a rotate operation without calling {nameof(Begin)} first!");
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Debug.Assert(originalRotations != null && originalPositions != null && defaultOrigin != null);
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if (objectsInRotation.Length == 1 && origin == null)
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{
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// for single items, rotate around the origin rather than the selection centre by default.
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objectsInRotation[0].Rotation = originalRotations.Single().Value + rotation;
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return;
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}
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var actualOrigin = origin ?? defaultOrigin.Value;
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foreach (var drawableItem in objectsInRotation)
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{
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var rotatedPosition = GeometryUtils.RotatePointAroundOrigin(originalPositions[drawableItem], actualOrigin, rotation);
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UpdatePosition(drawableItem, rotatedPosition);
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drawableItem.Rotation = originalRotations[drawableItem] + rotation;
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}
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}
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public override void Commit()
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{
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if (objectsInRotation == null)
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throw new InvalidOperationException($"Cannot {nameof(Commit)} a rotate operation without calling {nameof(Begin)} first!");
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changeHandler?.EndChange();
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objectsInRotation = null;
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originalPositions = null;
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originalRotations = null;
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defaultOrigin = null;
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}
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}
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}
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