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c80e736712
Not sure how this feels, but it makes using the same point throughout the editor possible, which I think is the correct way forward for now.
186 lines
6.0 KiB
C#
186 lines
6.0 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 osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Skinning.Editor
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{
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public class SkinBlueprint : SelectionBlueprint<ISkinnableDrawable>
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{
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private Container box;
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private Container outlineBox;
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private AnchorOriginVisualiser anchorOriginVisualiser;
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private Drawable drawable => (Drawable)Item;
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protected override bool ShouldBeAlive => drawable.IsAlive && Item.IsPresent;
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[Resolved]
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private OsuColour colours { get; set; }
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public SkinBlueprint(ISkinnableDrawable component)
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: base(component)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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box = new Container
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{
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Children = new Drawable[]
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{
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outlineBox = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = 3,
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BorderColour = Color4.White,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0f,
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AlwaysPresent = true,
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},
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}
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},
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new OsuSpriteText
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{
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Text = Item.GetType().Name,
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Font = OsuFont.Default.With(size: 10, weight: FontWeight.Bold),
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Anchor = Anchor.BottomRight,
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Origin = Anchor.TopRight,
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},
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},
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},
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anchorOriginVisualiser = new AnchorOriginVisualiser(drawable)
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{
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Alpha = 0,
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateSelectedState();
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this.FadeInFromZero(200, Easing.OutQuint);
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}
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protected override void OnSelected()
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{
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// base logic hides selected blueprints when not selected, but skin blueprints don't do that.
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updateSelectedState();
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}
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protected override void OnDeselected()
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{
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// base logic hides selected blueprints when not selected, but skin blueprints don't do that.
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updateSelectedState();
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}
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private void updateSelectedState()
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{
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outlineBox.FadeColour(colours.Pink.Opacity(IsSelected ? 1 : 0.5f), 200, Easing.OutQuint);
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outlineBox.Child.FadeTo(IsSelected ? 0.2f : 0, 200, Easing.OutQuint);
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anchorOriginVisualiser.FadeTo(IsSelected ? 1 : 0, 200, Easing.OutQuint);
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}
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private Quad drawableQuad;
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public override Quad ScreenSpaceDrawQuad => drawableQuad;
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protected override void Update()
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{
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base.Update();
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drawableQuad = drawable.ScreenSpaceDrawQuad;
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var quad = ToLocalSpace(drawable.ScreenSpaceDrawQuad);
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box.Position = drawable.ToSpaceOfOtherDrawable(Vector2.Zero, this);
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box.Size = quad.Size;
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box.Rotation = drawable.Rotation;
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box.Scale = new Vector2(MathF.Sign(drawable.Scale.X), MathF.Sign(drawable.Scale.Y));
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => drawable.ReceivePositionalInputAt(screenSpacePos);
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public override Vector2 ScreenSpaceSelectionPoint => drawable.ToScreenSpace(drawable.OriginPosition);
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public override Quad SelectionQuad => drawable.ScreenSpaceDrawQuad;
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}
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internal class AnchorOriginVisualiser : CompositeDrawable
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{
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private readonly Drawable drawable;
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private readonly Box originBox;
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private readonly Box anchorBox;
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private readonly Box anchorLine;
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public AnchorOriginVisualiser(Drawable drawable)
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{
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this.drawable = drawable;
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InternalChildren = new Drawable[]
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{
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anchorLine = new Box
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{
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Colour = Color4.Yellow,
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Height = 2,
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},
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originBox = new Box
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{
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Colour = Color4.Red,
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Origin = Anchor.Centre,
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Size = new Vector2(5),
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},
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anchorBox = new Box
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{
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Colour = Color4.Red,
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Origin = Anchor.Centre,
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Size = new Vector2(5),
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},
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};
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}
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protected override void Update()
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{
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base.Update();
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if (drawable.Parent == null)
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return;
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originBox.Position = drawable.ToSpaceOfOtherDrawable(drawable.OriginPosition, this);
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anchorBox.Position = drawable.Parent.ToSpaceOfOtherDrawable(drawable.AnchorPosition, this);
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var point1 = ToLocalSpace(anchorBox.ScreenSpaceDrawQuad.Centre);
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var point2 = ToLocalSpace(originBox.ScreenSpaceDrawQuad.Centre);
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anchorLine.Position = point1;
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anchorLine.Width = (point2 - point1).Length;
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anchorLine.Rotation = MathHelper.RadiansToDegrees(MathF.Atan2(point2.Y - point1.Y, point2.X - point1.X));
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}
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}
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}
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