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91 lines
3.8 KiB
C#
91 lines
3.8 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 osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// Base handler for editor rotation operations.
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/// </summary>
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public partial class SelectionRotationHandler : Component
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{
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/// <summary>
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/// Whether rotation anchored by the selection origin can currently be performed.
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/// </summary>
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public Bindable<bool> CanRotateSelectionOrigin { get; private set; } = new BindableBool();
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/// <summary>
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/// Whether rotation anchored by the center of the playfield can currently be performed.
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/// </summary>
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public Bindable<bool> CanRotatePlayfieldOrigin { get; private set; } = new BindableBool();
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/// <summary>
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/// Performs a single, instant, atomic rotation operation.
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/// </summary>
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/// <remarks>
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/// This method is intended to be used in atomic contexts (such as when pressing a single button).
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/// For continuous operations, see the <see cref="Begin"/>-<see cref="Update"/>-<see cref="Commit"/> flow.
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/// </remarks>
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/// <param name="rotation">Rotation to apply in degrees.</param>
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/// <param name="origin">
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/// The origin point to rotate around.
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/// If the default <see langword="null"/> value is supplied, a sane implementation-defined default will be used.
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/// </param>
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public void Rotate(float rotation, Vector2? origin = null)
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{
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Begin();
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Update(rotation, origin);
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Commit();
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}
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/// <summary>
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/// Begins a continuous rotation operation.
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/// </summary>
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/// <remarks>
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/// This flow is intended to be used when a rotation operation is made incrementally (such as when dragging a rotation handle or slider).
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/// For instantaneous, atomic operations, use the convenience <see cref="Rotate"/> method.
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/// </remarks>
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public virtual void Begin()
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{
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}
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/// <summary>
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/// Updates a continuous rotation operation.
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/// Must be preceded by a <see cref="Begin"/> call.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This flow is intended to be used when a rotation operation is made incrementally (such as when dragging a rotation handle or slider).
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/// As such, the values of <paramref name="rotation"/> and <paramref name="origin"/> supplied should be relative to the state of the objects being rotated
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/// when <see cref="Begin"/> was called, rather than instantaneous deltas.
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/// </para>
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/// <para>
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/// For instantaneous, atomic operations, use the convenience <see cref="Rotate"/> method.
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/// </para>
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/// </remarks>
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/// <param name="rotation">Rotation to apply in degrees.</param>
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/// <param name="origin">
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/// The origin point to rotate around.
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/// If the default <see langword="null"/> value is supplied, a sane implementation-defined default will be used.
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/// </param>
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public virtual void Update(float rotation, Vector2? origin = null)
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{
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}
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/// <summary>
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/// Ends a continuous rotation operation.
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/// Must be preceded by a <see cref="Begin"/> call.
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/// </summary>
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/// <remarks>
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/// This flow is intended to be used when a rotation operation is made incrementally (such as when dragging a rotation handle or slider).
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/// For instantaneous, atomic operations, use the convenience <see cref="Rotate"/> method.
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/// </remarks>
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public virtual void Commit()
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{
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}
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}
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}
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