mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 13:52:55 +08:00
9c62c90cfc
Until now, the implementation of the overrides in `SelectionBlueprint` have been confusing to the point where I would just implement by trial-and-error (or copying from an existing implementation). This was due to a combination of using "object" space coordinates (ie. the thing the `Blueprint` is operating on) and screen-space coordinates. This change switches all event related coordinates to screen-space, which is how we already handle rotation/scale operations. With the introduction of other editor types where the related objects are drawables, this also makes a lot more sense.
406 lines
16 KiB
C#
406 lines
16 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.Graphics;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Extensions;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Screens.Edit.Compose.Components;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Edit
|
|
{
|
|
public class OsuSelectionHandler : EditorSelectionHandler
|
|
{
|
|
protected override void OnSelectionChanged()
|
|
{
|
|
base.OnSelectionChanged();
|
|
|
|
Quad quad = selectedMovableObjects.Length > 0 ? getSurroundingQuad(selectedMovableObjects) : new Quad();
|
|
|
|
SelectionBox.CanRotate = quad.Width > 0 || quad.Height > 0;
|
|
SelectionBox.CanScaleX = quad.Width > 0;
|
|
SelectionBox.CanScaleY = quad.Height > 0;
|
|
SelectionBox.CanReverse = EditorBeatmap.SelectedHitObjects.Count > 1 || EditorBeatmap.SelectedHitObjects.Any(s => s is Slider);
|
|
}
|
|
|
|
protected override void OnOperationEnded()
|
|
{
|
|
base.OnOperationEnded();
|
|
referenceOrigin = null;
|
|
referencePathTypes = null;
|
|
}
|
|
|
|
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
|
|
{
|
|
var hitObjects = selectedMovableObjects;
|
|
|
|
// this will potentially move the selection out of bounds...
|
|
foreach (var h in hitObjects)
|
|
h.Position += this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
|
|
|
|
// but this will be corrected.
|
|
moveSelectionInBounds();
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// During a transform, the initial origin is stored so it can be used throughout the operation.
|
|
/// </summary>
|
|
private Vector2? referenceOrigin;
|
|
|
|
/// <summary>
|
|
/// During a transform, the initial path types of a single selected slider are stored so they
|
|
/// can be maintained throughout the operation.
|
|
/// </summary>
|
|
private List<PathType?> referencePathTypes;
|
|
|
|
public override bool HandleReverse()
|
|
{
|
|
var hitObjects = EditorBeatmap.SelectedHitObjects;
|
|
|
|
double endTime = hitObjects.Max(h => h.GetEndTime());
|
|
double startTime = hitObjects.Min(h => h.StartTime);
|
|
|
|
bool moreThanOneObject = hitObjects.Count > 1;
|
|
|
|
foreach (var h in hitObjects)
|
|
{
|
|
if (moreThanOneObject)
|
|
h.StartTime = endTime - (h.GetEndTime() - startTime);
|
|
|
|
if (h is Slider slider)
|
|
{
|
|
var points = slider.Path.ControlPoints.ToArray();
|
|
Vector2 endPos = points.Last().Position.Value;
|
|
|
|
slider.Path.ControlPoints.Clear();
|
|
|
|
slider.Position += endPos;
|
|
|
|
PathType? lastType = null;
|
|
|
|
for (var i = 0; i < points.Length; i++)
|
|
{
|
|
var p = points[i];
|
|
p.Position.Value -= endPos;
|
|
|
|
// propagate types forwards to last null type
|
|
if (i == points.Length - 1)
|
|
p.Type.Value = lastType;
|
|
else if (p.Type.Value != null)
|
|
{
|
|
var newType = p.Type.Value;
|
|
p.Type.Value = lastType;
|
|
lastType = newType;
|
|
}
|
|
|
|
slider.Path.ControlPoints.Insert(0, p);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool HandleFlip(Direction direction)
|
|
{
|
|
var hitObjects = selectedMovableObjects;
|
|
|
|
var selectedObjectsQuad = getSurroundingQuad(hitObjects);
|
|
var centre = selectedObjectsQuad.Centre;
|
|
|
|
foreach (var h in hitObjects)
|
|
{
|
|
var pos = h.Position;
|
|
|
|
switch (direction)
|
|
{
|
|
case Direction.Horizontal:
|
|
pos.X = centre.X - (pos.X - centre.X);
|
|
break;
|
|
|
|
case Direction.Vertical:
|
|
pos.Y = centre.Y - (pos.Y - centre.Y);
|
|
break;
|
|
}
|
|
|
|
h.Position = pos;
|
|
|
|
if (h is Slider slider)
|
|
{
|
|
foreach (var point in slider.Path.ControlPoints)
|
|
{
|
|
point.Position.Value = new Vector2(
|
|
(direction == Direction.Horizontal ? -1 : 1) * point.Position.Value.X,
|
|
(direction == Direction.Vertical ? -1 : 1) * point.Position.Value.Y
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool HandleScale(Vector2 scale, Anchor reference)
|
|
{
|
|
adjustScaleFromAnchor(ref scale, reference);
|
|
|
|
var hitObjects = selectedMovableObjects;
|
|
|
|
// for the time being, allow resizing of slider paths only if the slider is
|
|
// the only hit object selected. with a group selection, it's likely the user
|
|
// is not looking to change the duration of the slider but expand the whole pattern.
|
|
if (hitObjects.Length == 1 && hitObjects.First() is Slider slider)
|
|
scaleSlider(slider, scale);
|
|
else
|
|
scaleHitObjects(hitObjects, reference, scale);
|
|
|
|
moveSelectionInBounds();
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
public override bool HandleRotation(float delta)
|
|
{
|
|
var hitObjects = selectedMovableObjects;
|
|
|
|
Quad quad = getSurroundingQuad(hitObjects);
|
|
|
|
referenceOrigin ??= quad.Centre;
|
|
|
|
foreach (var h in hitObjects)
|
|
{
|
|
h.Position = rotatePointAroundOrigin(h.Position, referenceOrigin.Value, delta);
|
|
|
|
if (h is IHasPath path)
|
|
{
|
|
foreach (var point in path.Path.ControlPoints)
|
|
point.Position.Value = rotatePointAroundOrigin(point.Position.Value, Vector2.Zero, delta);
|
|
}
|
|
}
|
|
|
|
// this isn't always the case but let's be lenient for now.
|
|
return true;
|
|
}
|
|
|
|
private void scaleSlider(Slider slider, Vector2 scale)
|
|
{
|
|
referencePathTypes ??= slider.Path.ControlPoints.Select(p => p.Type.Value).ToList();
|
|
|
|
Quad sliderQuad = getSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position.Value));
|
|
|
|
// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
|
|
scale = Vector2.ComponentMax(new Vector2(Precision.FLOAT_EPSILON), sliderQuad.Size + scale) - sliderQuad.Size;
|
|
|
|
Vector2 pathRelativeDeltaScale = new Vector2(
|
|
sliderQuad.Width == 0 ? 0 : 1 + scale.X / sliderQuad.Width,
|
|
sliderQuad.Height == 0 ? 0 : 1 + scale.Y / sliderQuad.Height);
|
|
|
|
Queue<Vector2> oldControlPoints = new Queue<Vector2>();
|
|
|
|
foreach (var point in slider.Path.ControlPoints)
|
|
{
|
|
oldControlPoints.Enqueue(point.Position.Value);
|
|
point.Position.Value *= pathRelativeDeltaScale;
|
|
}
|
|
|
|
// Maintain the path types in case they were defaulted to bezier at some point during scaling
|
|
for (int i = 0; i < slider.Path.ControlPoints.Count; ++i)
|
|
slider.Path.ControlPoints[i].Type.Value = referencePathTypes[i];
|
|
|
|
//if sliderhead or sliderend end up outside playfield, revert scaling.
|
|
Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
|
|
(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
|
|
|
|
if (xInBounds && yInBounds && slider.Path.HasValidLength)
|
|
return;
|
|
|
|
foreach (var point in slider.Path.ControlPoints)
|
|
point.Position.Value = oldControlPoints.Dequeue();
|
|
}
|
|
|
|
private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
|
|
{
|
|
scale = getClampedScale(hitObjects, reference, scale);
|
|
|
|
// move the selection before scaling if dragging from top or left anchors.
|
|
float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
|
|
float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
|
|
|
|
Quad selectionQuad = getSurroundingQuad(hitObjects);
|
|
|
|
foreach (var h in hitObjects)
|
|
{
|
|
var newPosition = h.Position;
|
|
|
|
// guard against no-ops and NaN.
|
|
if (scale.X != 0 && selectionQuad.Width > 0)
|
|
newPosition.X = selectionQuad.TopLeft.X + xOffset + (h.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
|
|
|
|
if (scale.Y != 0 && selectionQuad.Height > 0)
|
|
newPosition.Y = selectionQuad.TopLeft.Y + yOffset + (h.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
|
|
|
|
h.Position = newPosition;
|
|
}
|
|
}
|
|
|
|
private (bool X, bool Y) isQuadInBounds(Quad quad)
|
|
{
|
|
bool xInBounds = (quad.TopLeft.X >= 0) && (quad.BottomRight.X <= DrawWidth);
|
|
bool yInBounds = (quad.TopLeft.Y >= 0) && (quad.BottomRight.Y <= DrawHeight);
|
|
|
|
return (xInBounds, yInBounds);
|
|
}
|
|
|
|
private void moveSelectionInBounds()
|
|
{
|
|
var hitObjects = selectedMovableObjects;
|
|
|
|
Quad quad = getSurroundingQuad(hitObjects);
|
|
|
|
Vector2 delta = Vector2.Zero;
|
|
|
|
if (quad.TopLeft.X < 0)
|
|
delta.X -= quad.TopLeft.X;
|
|
if (quad.TopLeft.Y < 0)
|
|
delta.Y -= quad.TopLeft.Y;
|
|
|
|
if (quad.BottomRight.X > DrawWidth)
|
|
delta.X -= quad.BottomRight.X - DrawWidth;
|
|
if (quad.BottomRight.Y > DrawHeight)
|
|
delta.Y -= quad.BottomRight.Y - DrawHeight;
|
|
|
|
foreach (var h in hitObjects)
|
|
h.Position += delta;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clamp scale for multi-object-scaling where selection does not exceed playfield bounds or flip.
|
|
/// </summary>
|
|
/// <param name="hitObjects">The hitobjects to be scaled</param>
|
|
/// <param name="reference">The anchor from which the scale operation is performed</param>
|
|
/// <param name="scale">The scale to be clamped</param>
|
|
/// <returns>The clamped scale vector</returns>
|
|
private Vector2 getClampedScale(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
|
|
{
|
|
float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
|
|
float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
|
|
|
|
Quad selectionQuad = getSurroundingQuad(hitObjects);
|
|
|
|
//todo: this is not always correct for selections involving sliders. This approximation assumes each point is scaled independently, but sliderends move with the sliderhead.
|
|
Quad scaledQuad = new Quad(selectionQuad.TopLeft.X + xOffset, selectionQuad.TopLeft.Y + yOffset, selectionQuad.Width + scale.X, selectionQuad.Height + scale.Y);
|
|
|
|
//max Size -> playfield bounds
|
|
if (scaledQuad.TopLeft.X < 0)
|
|
scale.X += scaledQuad.TopLeft.X;
|
|
if (scaledQuad.TopLeft.Y < 0)
|
|
scale.Y += scaledQuad.TopLeft.Y;
|
|
|
|
if (scaledQuad.BottomRight.X > DrawWidth)
|
|
scale.X -= scaledQuad.BottomRight.X - DrawWidth;
|
|
if (scaledQuad.BottomRight.Y > DrawHeight)
|
|
scale.Y -= scaledQuad.BottomRight.Y - DrawHeight;
|
|
|
|
//min Size -> almost 0. Less than 0 causes the quad to flip, exactly 0 causes scaling to get stuck at minimum scale.
|
|
Vector2 scaledSize = selectionQuad.Size + scale;
|
|
Vector2 minSize = new Vector2(Precision.FLOAT_EPSILON);
|
|
|
|
scale = Vector2.ComponentMax(minSize, scaledSize) - selectionQuad.Size;
|
|
|
|
return scale;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a gamefield-space quad surrounding the provided hit objects.
|
|
/// </summary>
|
|
/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
|
|
private Quad getSurroundingQuad(OsuHitObject[] hitObjects) =>
|
|
getSurroundingQuad(hitObjects.SelectMany(h =>
|
|
{
|
|
if (h is IHasPath path)
|
|
{
|
|
return new[]
|
|
{
|
|
h.Position,
|
|
// can't use EndPosition for reverse slider cases.
|
|
h.Position + path.Path.PositionAt(1)
|
|
};
|
|
}
|
|
|
|
return new[] { h.Position };
|
|
}));
|
|
|
|
/// <summary>
|
|
/// Returns a gamefield-space quad surrounding the provided points.
|
|
/// </summary>
|
|
/// <param name="points">The points to calculate a quad for.</param>
|
|
private Quad getSurroundingQuad(IEnumerable<Vector2> points)
|
|
{
|
|
if (!EditorBeatmap.SelectedHitObjects.Any())
|
|
return new Quad();
|
|
|
|
Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
|
|
Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
|
|
|
|
// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
|
|
foreach (var p in points)
|
|
{
|
|
minPosition = Vector2.ComponentMin(minPosition, p);
|
|
maxPosition = Vector2.ComponentMax(maxPosition, p);
|
|
}
|
|
|
|
Vector2 size = maxPosition - minPosition;
|
|
|
|
return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// All osu! hitobjects which can be moved/rotated/scaled.
|
|
/// </summary>
|
|
private OsuHitObject[] selectedMovableObjects => SelectedItems.OfType<OsuHitObject>()
|
|
.Where(h => !(h is Spinner))
|
|
.ToArray();
|
|
|
|
/// <summary>
|
|
/// Rotate a point around an arbitrary origin.
|
|
/// </summary>
|
|
/// <param name="point">The point.</param>
|
|
/// <param name="origin">The centre origin to rotate around.</param>
|
|
/// <param name="angle">The angle to rotate (in degrees).</param>
|
|
private static Vector2 rotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
|
|
{
|
|
angle = -angle;
|
|
|
|
point.X -= origin.X;
|
|
point.Y -= origin.Y;
|
|
|
|
Vector2 ret;
|
|
ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle));
|
|
ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle));
|
|
|
|
ret.X += origin.X;
|
|
ret.Y += origin.Y;
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
}
|