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osu-lazer/osu.Game/Skinning/Editor/SkinBlueprint.cs
Dean Herbert c80e736712 Change SkinBlueprint to use the origin point as the selection point
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.
2021-05-18 18:33:06 +09:00

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