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