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105 lines
4.5 KiB
C#
105 lines
4.5 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 osu.Framework.Graphics.Primitives;
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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 scale operations.
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/// </summary>
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public partial class SelectionScaleHandler : Component
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{
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/// <summary>
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/// Whether horizontal scaling (from the left or right edge) support should be enabled.
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/// </summary>
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public Bindable<bool> CanScaleX { get; private set; } = new BindableBool();
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/// <summary>
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/// Whether vertical scaling (from the top or bottom edge) support should be enabled.
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/// </summary>
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public Bindable<bool> CanScaleY { get; private set; } = new BindableBool();
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/// <summary>
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/// Whether diagonal scaling (from a corner) support should be enabled.
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/// </summary>
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/// <remarks>
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/// There are some cases where we only want to allow proportional resizing, and not allow
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/// one or both explicit directions of scale.
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/// </remarks>
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public Bindable<bool> CanScaleDiagonally { get; private set; } = new BindableBool();
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public Quad? OriginalSurroundingQuad { get; protected set; }
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/// <summary>
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/// Performs a single, instant, atomic scale 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="scale">The scale to apply, as multiplier.</param>
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/// <param name="origin">
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/// The origin point to scale from.
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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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/// <param name="adjustAxis">The axes to adjust the scale in.</param>
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public void ScaleSelection(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both)
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{
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Begin();
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Update(scale, origin, adjustAxis);
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Commit();
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}
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/// <summary>
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/// Begins a continuous scale operation.
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/// </summary>
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/// <remarks>
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/// This flow is intended to be used when a scale operation is made incrementally (such as when dragging a scale handle or slider).
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/// For instantaneous, atomic operations, use the convenience <see cref="ScaleSelection"/> 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 scale 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 scale operation is made incrementally (such as when dragging a scale handle or slider).
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/// As such, the values of <paramref name="scale"/> and <paramref name="origin"/> supplied should be relative to the state of the objects being scaled
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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="ScaleSelection"/> method.
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/// </para>
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/// </remarks>
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/// <param name="scale">The Scale to apply, as multiplier.</param>
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/// <param name="origin">
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/// The origin point to scale from.
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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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/// <param name="adjustAxis">The axes to adjust the scale in.</param>
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public virtual void Update(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both)
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{
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}
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/// <summary>
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/// Ends a continuous scale 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 scale operation is made incrementally (such as when dragging a scale handle or slider).
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/// For instantaneous, atomic operations, use the convenience <see cref="ScaleSelection"/> 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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