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Extract editor classes out of test namespace and add anchor support
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139
osu.Game/Skinning/Editor/SkinSelectionHandler.cs
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139
osu.Game/Skinning/Editor/SkinSelectionHandler.cs
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// 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.UserInterface;
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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 osu.Game.Screens.Play.HUD;
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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<SkinnableHUDComponent>
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{
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protected override void DeleteItems(IEnumerable<SkinnableHUDComponent> items)
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{
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foreach (var i in items)
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i.Drawable.Expire();
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}
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<SkinnableHUDComponent>> selection)
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{
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yield return new OsuMenuItem("Anchor")
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{
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Items = createAnchorItems().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<AnchorMenuItem> createAnchorItems()
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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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var countExisting = selection.Count(b => b.Item.SkinAnchor.Value == a);
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var countTotal = selection.Count();
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TernaryState state;
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if (countExisting == countTotal)
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state = TernaryState.True;
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else if (countExisting > 0)
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state = TernaryState.Indeterminate;
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else
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state = TernaryState.False;
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return new AnchorMenuItem(a, selection, _ => applyAnchor(a))
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{
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State = { Value = state }
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};
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});
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}
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}
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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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item.SkinAnchor.Value = anchor;
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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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public override bool HandleRotation(float angle)
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{
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foreach (var c in SelectedBlueprints)
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c.Item.SkinRotation.Value += angle;
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return base.HandleRotation(angle);
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}
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public override bool HandleScale(Vector2 scale, Anchor anchor)
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{
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adjustScaleFromAnchor(ref scale, anchor);
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foreach (var c in SelectedBlueprints)
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c.Item.SkinScale.Value += scale.X * 0.01f;
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return true;
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}
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public override bool HandleMovement(MoveSelectionEvent<SkinnableHUDComponent> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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c.Item.SkinPosition.Value += moveEvent.InstantDelta.X;
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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 class AnchorMenuItem : TernaryStateMenuItem
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{
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public AnchorMenuItem(Anchor anchor, IEnumerable<SelectionBlueprint<SkinnableHUDComponent>> selection, Action<TernaryState> action)
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: base(anchor.ToString(), getNextState, MenuItemType.Standard, action)
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{
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}
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private void updateState(TernaryState obj)
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{
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throw new NotImplementedException();
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}
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private static TernaryState getNextState(TernaryState state) => TernaryState.True;
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}
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}
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}
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