// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.UserInterface; using osu.Framework.Utils; using osu.Game.Extensions; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; using osu.Game.Screens.Edit.Compose.Components; using osuTK; namespace osu.Game.Skinning.Editor { public class SkinSelectionHandler : SelectionHandler { [Resolved] private SkinEditor skinEditor { get; set; } public override bool HandleRotation(float angle) { if (SelectedBlueprints.Count == 1) { // for single items, rotate around the origin rather than the selection centre. ((Drawable)SelectedBlueprints.First().Item).Rotation += angle; } else { var selectionQuad = getSelectionQuad(); foreach (var b in SelectedBlueprints) { var drawableItem = (Drawable)b.Item; var rotatedPosition = RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, selectionQuad.Centre, angle); updateDrawablePosition(drawableItem, rotatedPosition); drawableItem.Rotation += angle; } } // this isn't always the case but let's be lenient for now. return true; } public override bool HandleScale(Vector2 scale, Anchor anchor) { // convert scale to screen space scale = ToScreenSpace(scale) - ToScreenSpace(Vector2.Zero); adjustScaleFromAnchor(ref scale, anchor); // the selection quad is always upright, so use an AABB rect to make mutating the values easier. var selectionRect = getSelectionQuad().AABBFloat; // If the selection has no area we cannot scale it if (selectionRect.Area == 0) return false; // copy to mutate, as we will need to compare to the original later on. var adjustedRect = selectionRect; // first, remove any scale axis we are not interested in. if (anchor.HasFlagFast(Anchor.x1)) scale.X = 0; if (anchor.HasFlagFast(Anchor.y1)) scale.Y = 0; // for now aspect lock scale adjustments that occur at corners.. if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1)) { // project scale vector along diagonal Vector2 diag = (selectionRect.TopLeft - selectionRect.BottomRight).Normalized(); scale = Vector2.Dot(scale, diag) * diag; } // ..or if any of the selection have been rotated. // this is to avoid requiring skew logic (which would likely not be the user's expected transform anyway). else if (SelectedBlueprints.Any(b => !Precision.AlmostEquals(((Drawable)b.Item).Rotation, 0))) { if (anchor.HasFlagFast(Anchor.x1)) // if dragging from the horizontal centre, only a vertical component is available. scale.X = scale.Y / selectionRect.Height * selectionRect.Width; else // in all other cases (arbitrarily) use the horizontal component for aspect lock. scale.Y = scale.X / selectionRect.Width * selectionRect.Height; } if (anchor.HasFlagFast(Anchor.x0)) adjustedRect.X -= scale.X; if (anchor.HasFlagFast(Anchor.y0)) adjustedRect.Y -= scale.Y; adjustedRect.Width += scale.X; adjustedRect.Height += scale.Y; // scale adjust applied to each individual item should match that of the quad itself. var scaledDelta = new Vector2( MathF.Max(adjustedRect.Width / selectionRect.Width, 0), MathF.Max(adjustedRect.Height / selectionRect.Height, 0) ); foreach (var b in SelectedBlueprints) { var drawableItem = (Drawable)b.Item; // each drawable's relative position should be maintained in the scaled quad. var screenPosition = b.ScreenSpaceSelectionPoint; var relativePositionInOriginal = new Vector2( (screenPosition.X - selectionRect.TopLeft.X) / selectionRect.Width, (screenPosition.Y - selectionRect.TopLeft.Y) / selectionRect.Height ); var newPositionInAdjusted = new Vector2( adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X, adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y ); updateDrawablePosition(drawableItem, newPositionInAdjusted); drawableItem.Scale *= scaledDelta; } return true; } public override bool HandleFlip(Direction direction, bool flipOverOrigin) { var selectionQuad = getSelectionQuad(); Vector2 scaleFactor = direction == Direction.Horizontal ? new Vector2(-1, 1) : new Vector2(1, -1); foreach (var b in SelectedBlueprints) { var drawableItem = (Drawable)b.Item; var flippedPosition = GetFlippedPosition(direction, flipOverOrigin ? drawableItem.Parent.ScreenSpaceDrawQuad : selectionQuad, b.ScreenSpaceSelectionPoint); updateDrawablePosition(drawableItem, flippedPosition); drawableItem.Scale *= scaleFactor; drawableItem.Rotation -= drawableItem.Rotation % 180 * 2; } return true; } public override bool HandleMovement(MoveSelectionEvent moveEvent) { foreach (var c in SelectedBlueprints) { var item = c.Item; Drawable drawable = (Drawable)item; drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta); if (item.UsesFixedAnchor) continue; applyClosestAnchor(drawable); } return true; } private static void applyClosestAnchor(Drawable drawable) => applyAnchor(drawable, getClosestAnchor(drawable)); protected override void OnSelectionChanged() { base.OnSelectionChanged(); SelectionBox.CanRotate = true; SelectionBox.CanScaleX = true; SelectionBox.CanScaleY = true; SelectionBox.CanFlipX = true; SelectionBox.CanFlipY = true; SelectionBox.CanReverse = false; } protected override void DeleteItems(IEnumerable items) => skinEditor.DeleteItems(items.ToArray()); protected override IEnumerable GetContextMenuItemsForSelection(IEnumerable> selection) { var closestItem = new TernaryStateRadioMenuItem("Closest", MenuItemType.Standard, _ => applyClosestAnchors()) { State = { Value = GetStateFromSelection(selection, c => !c.Item.UsesFixedAnchor) } }; yield return new OsuMenuItem("Anchor") { Items = createAnchorItems((d, a) => d.UsesFixedAnchor && ((Drawable)d).Anchor == a, applyFixedAnchors) .Prepend(closestItem) .ToArray() }; yield return new OsuMenuItem("Origin") { Items = createAnchorItems((d, o) => ((Drawable)d).Origin == o, applyOrigins).ToArray() }; foreach (var item in base.GetContextMenuItemsForSelection(selection)) yield return item; IEnumerable createAnchorItems(Func checkFunction, Action applyFunction) { var displayableAnchors = new[] { Anchor.TopLeft, Anchor.TopCentre, Anchor.TopRight, Anchor.CentreLeft, Anchor.Centre, Anchor.CentreRight, Anchor.BottomLeft, Anchor.BottomCentre, Anchor.BottomRight, }; return displayableAnchors.Select(a => { return new TernaryStateRadioMenuItem(a.ToString(), MenuItemType.Standard, _ => applyFunction(a)) { State = { Value = GetStateFromSelection(selection, c => checkFunction(c.Item, a)) } }; }); } } private static void updateDrawablePosition(Drawable drawable, Vector2 screenSpacePosition) { drawable.Position = drawable.Parent.ToLocalSpace(screenSpacePosition) - drawable.AnchorPosition; } private void applyOrigins(Anchor origin) { foreach (var item in SelectedItems) { var drawable = (Drawable)item; if (origin == drawable.Origin) continue; var previousOrigin = drawable.OriginPosition; drawable.Origin = origin; drawable.Position += drawable.OriginPosition - previousOrigin; if (item.UsesFixedAnchor) continue; applyClosestAnchor(drawable); } } /// /// A screen-space quad surrounding all selected drawables, accounting for their full displayed size. /// /// private Quad getSelectionQuad() => GetSurroundingQuad(SelectedBlueprints.SelectMany(b => b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray())); private void applyFixedAnchors(Anchor anchor) { foreach (var item in SelectedItems) { var drawable = (Drawable)item; item.UsesFixedAnchor = true; applyAnchor(drawable, anchor); } } private void applyClosestAnchors() { foreach (var item in SelectedItems) { item.UsesFixedAnchor = false; applyClosestAnchor((Drawable)item); } } private static Anchor getClosestAnchor(Drawable drawable) { var parent = drawable.Parent; if (parent == null) return drawable.Anchor; var screenPosition = getScreenPosition(); var absolutePosition = parent.ToLocalSpace(screenPosition); var factor = parent.RelativeToAbsoluteFactor; var result = default(Anchor); static Anchor getAnchorFromPosition(float xOrY, Anchor anchor0, Anchor anchor1, Anchor anchor2) { if (xOrY >= 2 / 3f) return anchor2; if (xOrY >= 1 / 3f) return anchor1; return anchor0; } result |= getAnchorFromPosition(absolutePosition.X / factor.X, Anchor.x0, Anchor.x1, Anchor.x2); result |= getAnchorFromPosition(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2); return result; Vector2 getScreenPosition() { var quad = drawable.ScreenSpaceDrawQuad; var origin = drawable.Origin; var pos = quad.TopLeft; if (origin.HasFlagFast(Anchor.x2)) pos.X += quad.Width; else if (origin.HasFlagFast(Anchor.x1)) pos.X += quad.Width / 2f; if (origin.HasFlagFast(Anchor.y2)) pos.Y += quad.Height; else if (origin.HasFlagFast(Anchor.y1)) pos.Y += quad.Height / 2f; return pos; } } private static void applyAnchor(Drawable drawable, Anchor anchor) { if (anchor == drawable.Anchor) return; var previousAnchor = drawable.AnchorPosition; drawable.Anchor = anchor; drawable.Position -= drawable.AnchorPosition - previousAnchor; } private static void adjustScaleFromAnchor(ref Vector2 scale, Anchor reference) { // cancel out scale in axes we don't care about (based on which drag handle was used). if ((reference & Anchor.x1) > 0) scale.X = 0; if ((reference & Anchor.y1) > 0) scale.Y = 0; // reverse the scale direction if dragging from top or left. if ((reference & Anchor.x0) > 0) scale.X = -scale.X; if ((reference & Anchor.y0) > 0) scale.Y = -scale.Y; } } }