mirror of
https://github.com/ppy/osu.git
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257 lines
9.3 KiB
C#
257 lines
9.3 KiB
C#
// 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Extensions;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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namespace osu.Game.Skinning.Editor
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{
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public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
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{
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private Vector2? referenceOrigin;
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[Resolved]
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private SkinEditor skinEditor { get; set; }
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protected override void OnOperationEnded()
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{
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base.OnOperationEnded();
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referenceOrigin = null;
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}
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public override bool HandleRotation(float angle)
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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 = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
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b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
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referenceOrigin ??= selectionQuad.Centre;
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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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drawableItem.Position = drawableItem.Parent.ToLocalSpace(RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, referenceOrigin.Value, angle)) - drawableItem.AnchorPosition;
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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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public override bool HandleScale(Vector2 scale, Anchor anchor)
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{
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// convert scale to screen space
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scale = ToScreenSpace(scale) - ToScreenSpace(Vector2.Zero);
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adjustScaleFromAnchor(ref scale, anchor);
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var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
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b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
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// the selection quad is always upright, so use a rect to make mutating the values easier.
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var adjustedRect = selectionQuad.AABBFloat;
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// for now aspect lock scale adjustments that occur at corners.
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if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
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scale.Y = scale.X / selectionQuad.Width * selectionQuad.Height;
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if (anchor.HasFlagFast(Anchor.x0))
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{
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adjustedRect.X -= scale.X;
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adjustedRect.Width += scale.X;
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}
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else if (anchor.HasFlagFast(Anchor.x2))
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{
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adjustedRect.Width += scale.X;
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}
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if (anchor.HasFlagFast(Anchor.y0))
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{
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adjustedRect.Y -= scale.Y;
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adjustedRect.Height += scale.Y;
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}
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else if (anchor.HasFlagFast(Anchor.y2))
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{
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adjustedRect.Height += scale.Y;
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}
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// scale adjust should match that of the quad itself.
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var scaledDelta = new Vector2(
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adjustedRect.Width / selectionQuad.Width,
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adjustedRect.Height / selectionQuad.Height
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);
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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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// each drawable's relative position should be maintained in the scaled quad.
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var screenPosition = b.ScreenSpaceSelectionPoint;
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var relativePositionInOriginal =
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new Vector2(
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(screenPosition.X - selectionQuad.TopLeft.X) / selectionQuad.Width,
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(screenPosition.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height
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);
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var newPositionInAdjusted = new Vector2(
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adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X,
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adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y
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);
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drawableItem.Position = drawableItem.Parent.ToLocalSpace(newPositionInAdjusted) - drawableItem.AnchorPosition;
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drawableItem.Scale *= scaledDelta;
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}
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return true;
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}
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public override bool HandleFlip(Direction direction)
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{
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var selectionQuad = GetSurroundingQuad(SelectedBlueprints.Select(b => b.ScreenSpaceSelectionPoint));
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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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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.Vertical ? -1 : 1
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);
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}
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return true;
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}
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public override bool HandleMovement(MoveSelectionEvent<ISkinnableDrawable> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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{
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Drawable drawable = (Drawable)c.Item;
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drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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}
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return true;
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}
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protected override void OnSelectionChanged()
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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.CanReverse = false;
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}
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protected override void DeleteItems(IEnumerable<ISkinnableDrawable> items) =>
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skinEditor.DeleteItems(items.ToArray());
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection)
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{
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yield return new OsuMenuItem("Anchor")
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{
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Items = createAnchorItems(d => d.Anchor, applyAnchor).ToArray()
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};
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yield return new OsuMenuItem("Origin")
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{
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Items = createAnchorItems(d => d.Origin, applyOrigin).ToArray()
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};
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foreach (var item in base.GetContextMenuItemsForSelection(selection))
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yield return item;
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IEnumerable<AnchorMenuItem> createAnchorItems(Func<Drawable, Anchor> checkFunction, Action<Anchor> applyFunction)
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{
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var displayableAnchors = new[]
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{
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Anchor.TopLeft,
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Anchor.TopCentre,
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Anchor.TopRight,
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Anchor.CentreLeft,
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Anchor.Centre,
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Anchor.CentreRight,
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Anchor.BottomLeft,
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Anchor.BottomCentre,
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Anchor.BottomRight,
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};
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return displayableAnchors.Select(a =>
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{
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return new AnchorMenuItem(a, selection, _ => applyFunction(a))
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{
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State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == a) }
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};
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});
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}
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}
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private void applyOrigin(Anchor anchor)
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{
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foreach (var item in SelectedItems)
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{
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var drawable = (Drawable)item;
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var previousOrigin = drawable.OriginPosition;
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drawable.Origin = anchor;
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drawable.Position += drawable.OriginPosition - previousOrigin;
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}
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}
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private void applyAnchor(Anchor anchor)
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{
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foreach (var item in SelectedItems)
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{
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var drawable = (Drawable)item;
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var previousAnchor = drawable.AnchorPosition;
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drawable.Anchor = anchor;
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drawable.Position -= drawable.AnchorPosition - previousAnchor;
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}
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}
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private static void adjustScaleFromAnchor(ref Vector2 scale, Anchor reference)
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{
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// cancel out scale in axes we don't care about (based on which drag handle was used).
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if ((reference & Anchor.x1) > 0) scale.X = 0;
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if ((reference & Anchor.y1) > 0) scale.Y = 0;
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// reverse the scale direction if dragging from top or left.
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if ((reference & Anchor.x0) > 0) scale.X = -scale.X;
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if ((reference & Anchor.y0) > 0) scale.Y = -scale.Y;
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}
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public class AnchorMenuItem : TernaryStateMenuItem
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{
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public AnchorMenuItem(Anchor anchor, IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection, Action<TernaryState> action)
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: base(anchor.ToString(), getNextState, MenuItemType.Standard, action)
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{
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}
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private static TernaryState getNextState(TernaryState state) => TernaryState.True;
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}
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}
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}
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