// 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 { private const string closest_text = @"Closest"; /// /// The hash code of the "Closest" menu item in the anchor point context menu. /// /// Needs only be constant and distinct from any values. private static readonly int closest_text_hash = closest_text.GetHashCode(); private static readonly Dictionary anchor_menu_items; private static readonly Dictionary origin_menu_items; static SkinSelectionHandler() { var anchorMenuSubset = new[] { Anchor.TopLeft, Anchor.TopCentre, Anchor.TopRight, Anchor.CentreLeft, Anchor.Centre, Anchor.CentreRight, Anchor.BottomLeft, Anchor.BottomCentre, Anchor.BottomRight, }; var texts = anchorMenuSubset.Select(a => a.ToString()).Prepend(closest_text).ToArray(); var hashes = anchorMenuSubset.Cast().Prepend(closest_text_hash).ToArray(); var anchorPairs = hashes.Zip(texts, (k, v) => new KeyValuePair(k, v)).ToArray(); anchor_menu_items = new Dictionary(anchorPairs); var originPairs = anchorPairs.Where(pair => pair.Key != closest_text_hash); origin_menu_items = new Dictionary(originPairs); } private Anchor getClosestAnchorForDrawable(Drawable drawable) { var parent = drawable.Parent; if (parent == null) return drawable.Anchor; // If there is a better way to get this information, let me know. Was taken from LogoTrackingContainer.ComputeLogoTrackingPosition // I tried a lot of different things, such as just using Position / ChildSize, but none of them worked properly. var screenPosition = getOriginPositionFromQuad(drawable.ScreenSpaceDrawQuad, drawable.Origin); var absolutePosition = parent.ToLocalSpace(screenPosition); var factor = parent.RelativeToAbsoluteFactor; var result = default(Anchor); result |= getTieredComponent(absolutePosition.X / factor.X, Anchor.x0, Anchor.x1, Anchor.x2); result |= getTieredComponent(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2); return result; } private static Anchor getTieredComponent(float component, Anchor tier0, Anchor tier1, Anchor tier2) { if (component >= 2 / 3f) return tier2; if (component >= 1 / 3f) return tier1; return tier0; } private Vector2 getOriginPositionFromQuad(in Quad quad, Anchor origin) { var result = quad.TopLeft; if (origin.HasFlagFast(Anchor.x2)) result.X += quad.Width; else if (origin.HasFlagFast(Anchor.x1)) result.X += quad.Width / 2f; if (origin.HasFlagFast(Anchor.y2)) result.Y += quad.Height; else if (origin.HasFlagFast(Anchor.y1)) result.Y += quad.Height / 2f; return result; } [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; bool shouldAspectLock = // for now aspect lock scale adjustments that occur at corners.. (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1)) // ..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). || SelectedBlueprints.Any(b => !Precision.AlmostEquals(((Drawable)b.Item).Rotation, 0)); if (shouldAspectLock) { 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( adjustedRect.Width / selectionRect.Width, adjustedRect.Height / selectionRect.Height ); 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) { var selectionQuad = getSelectionQuad(); foreach (var b in SelectedBlueprints) { var drawableItem = (Drawable)b.Item; var flippedPosition = GetFlippedPosition(direction, selectionQuad, b.ScreenSpaceSelectionPoint); updateDrawablePosition(drawableItem, flippedPosition); drawableItem.Scale *= new Vector2( direction == Direction.Horizontal ? -1 : 1, direction == Direction.Vertical ? -1 : 1 ); } return true; } public override bool HandleMovement(MoveSelectionEvent moveEvent) { foreach (var c in SelectedBlueprints) { Drawable drawable = (Drawable)c.Item; drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta); updateDrawableAnchorIfUsingClosest(drawable); } return true; } private void updateDrawableAnchorIfUsingClosest(Drawable drawable) { if (!drawable.UsingClosestAnchor().Value) return; var closestAnchor = getClosestAnchorForDrawable(drawable); if (closestAnchor == drawable.Anchor) return; updateDrawableAnchor(drawable, closestAnchor); } protected override void OnSelectionChanged() { base.OnSelectionChanged(); SelectionBox.CanRotate = true; SelectionBox.CanScaleX = true; SelectionBox.CanScaleY = true; SelectionBox.CanReverse = false; } protected override void DeleteItems(IEnumerable items) => skinEditor.DeleteItems(items.ToArray()); protected override IEnumerable GetContextMenuItemsForSelection(IEnumerable> selection) { int checkAnchor(Drawable drawable) => drawable.UsingClosestAnchor().Value ? closest_text_hash : (int)drawable.Anchor; yield return new OsuMenuItem(nameof(Anchor)) { Items = createAnchorItems(anchor_menu_items, checkAnchor, applyAnchor).ToArray() }; yield return new OsuMenuItem(nameof(Origin)) { // Origins can't be "closest" so we just cast to int Items = createAnchorItems(origin_menu_items, d => (int)d.Origin, applyOrigin).ToArray() }; foreach (var item in base.GetContextMenuItemsForSelection(selection)) yield return item; IEnumerable createAnchorItems(IDictionary items, Func checkFunction, Action applyFunction) => items.Select(pair => { var (hash, text) = pair; return new TernaryStateRadioMenuItem(text, MenuItemType.Standard, _ => applyFunction(hash)) { State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == hash) } }; }); } private static void updateDrawablePosition(Drawable drawable, Vector2 screenSpacePosition) { drawable.Position = drawable.Parent.ToLocalSpace(screenSpacePosition) - drawable.AnchorPosition; } private void applyOrigin(int hash) { var anchor = (Anchor)hash; foreach (var item in SelectedItems) { var drawable = (Drawable)item; var previousOrigin = drawable.OriginPosition; drawable.Origin = anchor; drawable.Position += drawable.OriginPosition - previousOrigin; updateDrawableAnchorIfUsingClosest(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 applyAnchor(int hash) { foreach (var item in SelectedItems) { var drawable = (Drawable)item; var anchor = getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(hash, drawable); updateDrawableAnchor(drawable, anchor); } } private static void updateDrawableAnchor(Drawable drawable, Anchor anchor) { var previousAnchor = drawable.AnchorPosition; drawable.Anchor = anchor; drawable.Position -= drawable.AnchorPosition - previousAnchor; } private Anchor getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(int hash, Drawable drawable) { var isUsingClosestAnchor = drawable.UsingClosestAnchor(); if (hash == closest_text_hash) { isUsingClosestAnchor.Value = true; return getClosestAnchorForDrawable(drawable); } isUsingClosestAnchor.Value = false; return (Anchor)hash; } 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; } } }