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Move common functionality out of OsuSelectionHandler
and implement flip support
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@ -350,5 +350,55 @@ namespace osu.Game.Screens.Edit.Compose.Components
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=> Enumerable.Empty<MenuItem>();
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#endregion
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#region Helper Methods
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/// <summary>
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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protected static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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{
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var centre = quad.Centre;
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switch (direction)
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{
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case Direction.Horizontal:
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position.X = centre.X - (position.X - centre.X);
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break;
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case Direction.Vertical:
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position.Y = centre.Y - (position.Y - centre.Y);
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break;
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}
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return position;
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}
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/// <summary>
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/// Returns a quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
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protected static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!points.Any())
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return new Quad();
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Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
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Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
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// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach (var p in points)
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{
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minPosition = Vector2.ComponentMin(minPosition, p);
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maxPosition = Vector2.ComponentMax(maxPosition, p);
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}
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Vector2 size = maxPosition - minPosition;
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return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
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}
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#endregion
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}
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}
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