mirror of
https://github.com/ppy/osu.git
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261 lines
9.8 KiB
C#
261 lines
9.8 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Game.Extensions;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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namespace osu.Game.Skinning.Editor
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{
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public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
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{
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[Resolved]
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private SkinEditor skinEditor { get; set; }
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public override bool HandleRotation(float angle)
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{
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if (SelectedBlueprints.Count == 1)
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{
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// for single items, rotate around the origin rather than the selection centre.
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((Drawable)SelectedBlueprints.First().Item).Rotation += angle;
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}
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else
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{
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var selectionQuad = getSelectionQuad();
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foreach (var b in SelectedBlueprints)
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{
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var drawableItem = (Drawable)b.Item;
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var rotatedPosition = RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, selectionQuad.Centre, angle);
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updateDrawablePosition(drawableItem, rotatedPosition);
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drawableItem.Rotation += angle;
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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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public override bool HandleScale(Vector2 scale, Anchor anchor)
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{
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// convert scale to screen space
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scale = ToScreenSpace(scale) - ToScreenSpace(Vector2.Zero);
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adjustScaleFromAnchor(ref scale, anchor);
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// the selection quad is always upright, so use an AABB rect to make mutating the values easier.
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var selectionRect = getSelectionQuad().AABBFloat;
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// If the selection has no area we cannot scale it
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if (selectionRect.Area == 0)
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return false;
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// copy to mutate, as we will need to compare to the original later on.
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var adjustedRect = selectionRect;
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// first, remove any scale axis we are not interested in.
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if (anchor.HasFlagFast(Anchor.x1)) scale.X = 0;
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if (anchor.HasFlagFast(Anchor.y1)) scale.Y = 0;
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bool shouldAspectLock =
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// for now aspect lock scale adjustments that occur at corners..
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(!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
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// ..or if any of the selection have been rotated.
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// this is to avoid requiring skew logic (which would likely not be the user's expected transform anyway).
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|| SelectedBlueprints.Any(b => !Precision.AlmostEquals(((Drawable)b.Item).Rotation, 0));
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if (shouldAspectLock)
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{
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if (anchor.HasFlagFast(Anchor.x1))
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// if dragging from the horizontal centre, only a vertical component is available.
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scale.X = scale.Y / selectionRect.Height * selectionRect.Width;
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else
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// in all other cases (arbitrarily) use the horizontal component for aspect lock.
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scale.Y = scale.X / selectionRect.Width * selectionRect.Height;
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}
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if (anchor.HasFlagFast(Anchor.x0)) adjustedRect.X -= scale.X;
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if (anchor.HasFlagFast(Anchor.y0)) adjustedRect.Y -= scale.Y;
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adjustedRect.Width += scale.X;
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adjustedRect.Height += scale.Y;
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// scale adjust applied to each individual item should match that of the quad itself.
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var scaledDelta = new Vector2(
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adjustedRect.Width / selectionRect.Width,
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adjustedRect.Height / selectionRect.Height
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);
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foreach (var b in SelectedBlueprints)
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{
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var drawableItem = (Drawable)b.Item;
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// each drawable's relative position should be maintained in the scaled quad.
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var screenPosition = b.ScreenSpaceSelectionPoint;
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var relativePositionInOriginal =
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new Vector2(
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(screenPosition.X - selectionRect.TopLeft.X) / selectionRect.Width,
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(screenPosition.Y - selectionRect.TopLeft.Y) / selectionRect.Height
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);
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var newPositionInAdjusted = new Vector2(
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adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X,
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adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y
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);
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updateDrawablePosition(drawableItem, newPositionInAdjusted);
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drawableItem.Scale *= scaledDelta;
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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 selectionQuad = getSelectionQuad();
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foreach (var b in SelectedBlueprints)
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{
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var drawableItem = (Drawable)b.Item;
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var flippedPosition = GetFlippedPosition(direction, selectionQuad, b.ScreenSpaceSelectionPoint);
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updateDrawablePosition(drawableItem, flippedPosition);
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drawableItem.Scale *= new Vector2(
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direction == Direction.Horizontal ? -1 : 1,
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direction == Direction.Vertical ? -1 : 1
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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 HandleMovement(MoveSelectionEvent<ISkinnableDrawable> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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{
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Drawable drawable = (Drawable)c.Item;
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drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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}
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return true;
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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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SelectionBox.CanRotate = true;
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SelectionBox.CanScaleX = true;
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SelectionBox.CanScaleY = true;
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SelectionBox.CanReverse = false;
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}
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protected override void DeleteItems(IEnumerable<ISkinnableDrawable> items) =>
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skinEditor.DeleteItems(items.ToArray());
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection)
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{
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yield return new OsuMenuItem("Anchor")
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{
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Items = createAnchorItems(d => d.Anchor, applyAnchor).ToArray()
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};
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yield return new OsuMenuItem("Origin")
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{
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Items = createAnchorItems(d => d.Origin, applyOrigin).ToArray()
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};
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foreach (var item in base.GetContextMenuItemsForSelection(selection))
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yield return item;
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IEnumerable<TernaryStateMenuItem> createAnchorItems(Func<Drawable, Anchor> checkFunction, Action<Anchor> applyFunction)
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{
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var displayableAnchors = new[]
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{
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Anchor.TopLeft,
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Anchor.TopCentre,
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Anchor.TopRight,
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Anchor.CentreLeft,
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Anchor.Centre,
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Anchor.CentreRight,
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Anchor.BottomLeft,
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Anchor.BottomCentre,
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Anchor.BottomRight,
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};
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return displayableAnchors.Select(a =>
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{
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return new TernaryStateRadioMenuItem(a.ToString(), MenuItemType.Standard, _ => applyFunction(a))
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{
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State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == a) }
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};
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});
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}
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}
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private static void updateDrawablePosition(Drawable drawable, Vector2 screenSpacePosition)
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{
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drawable.Position =
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drawable.Parent.ToLocalSpace(screenSpacePosition) - drawable.AnchorPosition;
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}
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private void applyOrigin(Anchor anchor)
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{
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foreach (var item in SelectedItems)
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{
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var drawable = (Drawable)item;
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var previousOrigin = drawable.OriginPosition;
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drawable.Origin = anchor;
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drawable.Position += drawable.OriginPosition - previousOrigin;
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}
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}
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/// <summary>
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/// A screen-space quad surrounding all selected drawables, accounting for their full displayed size.
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/// </summary>
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/// <returns></returns>
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private Quad getSelectionQuad() =>
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GetSurroundingQuad(SelectedBlueprints.SelectMany(b => b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
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private void applyAnchor(Anchor anchor)
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{
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foreach (var item in SelectedItems)
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{
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var drawable = (Drawable)item;
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var previousAnchor = drawable.AnchorPosition;
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drawable.Anchor = anchor;
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drawable.Position -= drawable.AnchorPosition - previousAnchor;
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}
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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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}
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}
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