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osu-lazer/osu.Game/Skinning/Editor/SkinSelectionHandler.cs
2021-06-07 01:08:39 -04:00

371 lines
14 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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<ISkinnableDrawable>
{
private const string closest_text = @"Closest";
/// <summary>
/// The hash code of the "Closest" menu item in the anchor point context menu.
/// </summary>
/// <remarks>Needs only be constant and distinct from any <see cref="Anchor"/> values.</remarks>
private static readonly int closest_text_hash = closest_text.GetHashCode();
private static readonly Dictionary<int, string> anchor_menu_items;
private static readonly Dictionary<int, string> 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<int>().Prepend(closest_text_hash).ToArray();
var anchorPairs = hashes.Zip(texts, (k, v) => new KeyValuePair<int, string>(k, v)).ToArray();
anchor_menu_items = new Dictionary<int, string>(anchorPairs);
var originPairs = anchorPairs.Where(pair => pair.Key != closest_text_hash);
origin_menu_items = new Dictionary<int, string>(originPairs);
}
private Anchor getClosestAnchorForDrawable(Drawable drawable)
{
var parent = drawable.Parent;
if (parent == null)
return drawable.Anchor;
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<ISkinnableDrawable> moveEvent)
{
foreach (var c in SelectedBlueprints)
{
Drawable drawable = (Drawable)c.Item;
drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
updateDrawableAnchorIfUsingClosest(c.Item);
}
return true;
}
private void updateDrawableAnchorIfUsingClosest(ISkinnableDrawable item)
{
if (item.OverridesClosestAnchor) return;
var drawable = (Drawable)item;
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<ISkinnableDrawable> items) =>
skinEditor.DeleteItems(items.ToArray());
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection)
{
static int checkAnchor(ISkinnableDrawable item)
{
if (item.OverridesClosestAnchor)
{
var drawable = (Drawable)item;
return (int)drawable.Anchor;
}
return closest_text_hash;
}
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)((Drawable)d).Origin, applyOrigin).ToArray()
};
foreach (var item in base.GetContextMenuItemsForSelection(selection))
yield return item;
IEnumerable<TernaryStateMenuItem> createAnchorItems(IDictionary<int, string> items, Func<ISkinnableDrawable, int> checkFunction, Action<int> applyFunction) =>
items.Select(pair =>
{
var (hash, text) = pair;
return new TernaryStateRadioMenuItem(text, MenuItemType.Standard, _ => applyFunction(hash))
{
State = { Value = GetStateFromSelection(selection, c => checkFunction(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(item);
}
}
/// <summary>
/// A screen-space quad surrounding all selected drawables, accounting for their full displayed size.
/// </summary>
/// <returns></returns>
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 (overridesClosest, anchor) =
hash == closest_text_hash
? (false, getClosestAnchorForDrawable(drawable))
: (true, (Anchor)hash);
item.OverridesClosestAnchor = overridesClosest;
updateDrawableAnchor(drawable, anchor);
}
}
private static void updateDrawableAnchor(Drawable drawable, Anchor anchor)
{
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;
}
}
}