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- Resolves ppy/osu#13252 - Add localisation strings for the context menu instead of using enum
422 lines
18 KiB
C#
422 lines
18 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 System.Runtime.CompilerServices;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Localisation;
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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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using Humanizer;
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using osu.Game.Localisation;
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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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/// <summary>
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/// <p>Keeps track of whether a <see cref="Drawable"/> is using the closest <see cref="Drawable.Anchor">anchor point</see> within its <see cref="Drawable.Parent">parent</see>,
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/// or whether the user is overriding its anchor point.</p>
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/// <p>Each <see cref="KeyValuePair{TKey,TValue}.Key">key</see> is either a direct cast of an Anchor value, or it is equal to <see cref="hash_of_closest_anchor_menu_item"/>. This is done
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/// because the "Closest" menu item is not a valid anchor, so something other than an anchor must be used.</p>
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/// <p>Each <see cref="KeyValuePair{TKey,TValue}.Value">value</see> is a <see cref="BindableBool"/>. If the <see cref="Bindable{T}.Value"/> is <see langword="false"/>, the user has
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/// overridden the anchor point.
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/// If <see langword="true"/>, the closest anchor point is assigned to the Drawable when it is either dragged by the user via <see cref="HandleMovement"/>, or when "Closest" is assigned from
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/// the anchor context menu via <see cref="applyAnchor"/>.</p>
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/// </summary>
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/// <remarks>
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/// <p>A <see cref="ConditionalWeakTable{TKey,TValue}">ConditionalWeakTable</see> is preferable to a <see cref="Dictionary{TKey,TValue}">Dictionary</see> because a Dictionary will keep
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/// orphaned references to a Drawable forever, unless manually pruned</p>
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/// <p><see cref="BindableBool"/> is used as a thin wrapper around <see cref="Boolean">bool</see> because ConditionalWeakTable requires a reference type as both a key and a value.</p>
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/// </remarks>
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private readonly ConditionalWeakTable<Drawable, BindableBool> isDrawableUsingClosestAnchorLookup = new ConditionalWeakTable<Drawable, BindableBool>();
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/// <summary>
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/// The hash code of the "Closest" menu item in the anchor point context menu.
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/// </summary>
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/// <remarks>This does not need to change with locale; it need only be constant and distinct from any <see cref="Anchor"/> values.</remarks>
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private static readonly int hash_of_closest_anchor_menu_item = @"Closest".GetHashCode();
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/// <remarks>Used by <see cref="load"/> to populate <see cref="localisedAnchorMenuItems"/> and <see cref="localisedOriginMenuItems"/>.</remarks>
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private static readonly LocalisableString[] unbound_anchor_menu_items =
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{
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SkinEditorStrings.Closest,
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SkinEditorStrings.TopLeft,
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SkinEditorStrings.TopCentre,
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SkinEditorStrings.TopRight,
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SkinEditorStrings.CentreLeft,
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SkinEditorStrings.Centre,
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SkinEditorStrings.CentreRight,
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SkinEditorStrings.BottomLeft,
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SkinEditorStrings.BottomCentre,
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SkinEditorStrings.BottomRight,
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};
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/// <remarks>Used by <see cref="load"/> to populate <see cref="localisedAnchorMenuItems"/> and <see cref="localisedOriginMenuItems"/>.</remarks>
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private static readonly int[] anchor_menu_hashes =
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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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.Cast<int>()
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.Prepend(hash_of_closest_anchor_menu_item)
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.ToArray();
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private Dictionary<int, ILocalisedBindableString> localisedAnchorMenuItems;
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private Dictionary<int, ILocalisedBindableString> localisedOriginMenuItems;
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private ILocalisedBindableString localisedAnchor;
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private ILocalisedBindableString localisedOrigin;
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[BackgroundDependencyLoader]
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private void load(LocalisationManager localisation)
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{
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localisedAnchor = localisation.GetLocalisedString(SkinEditorStrings.Anchor);
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localisedOrigin = localisation.GetLocalisedString(SkinEditorStrings.Origin);
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var boundAnchorMenuItems = unbound_anchor_menu_items.Select(localisation.GetLocalisedString).ToArray();
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var anchorPairs = anchor_menu_hashes.Zip(boundAnchorMenuItems, (k, v) => new KeyValuePair<int, ILocalisedBindableString>(k, v)).ToArray();
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localisedAnchorMenuItems = new Dictionary<int, ILocalisedBindableString>(anchorPairs);
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var originPairs = anchorPairs.Where(pair => pair.Key != hash_of_closest_anchor_menu_item);
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localisedOriginMenuItems = new Dictionary<int, ILocalisedBindableString>(originPairs);
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}
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private Anchor getClosestAnchorForDrawable(Drawable drawable)
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{
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var parent = drawable.Parent;
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if (parent == null)
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return drawable.Anchor;
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// If there is a better way to get this information, let me know. Was taken from LogoTrackingContainer.ComputeLogoTrackingPosition
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// I tried a lot of different things, such as just using Position / ChildSize, but none of them worked properly.
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var screenPosition = getOriginPositionFromQuad(drawable.ScreenSpaceDrawQuad, drawable.Origin);
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var absolutePosition = parent.ToLocalSpace(screenPosition);
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var factor = parent.RelativeToAbsoluteFactor;
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var result = default(Anchor);
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static Anchor getTieredComponent(float component, Anchor tier0, Anchor tier1, Anchor tier2) =>
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component >= 2 / 3f
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? tier2
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: component >= 1 / 3f
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? tier1
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: tier0;
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result |= getTieredComponent(absolutePosition.X / factor.X, Anchor.x0, Anchor.x1, Anchor.x2);
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result |= getTieredComponent(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2);
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return result;
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}
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private Vector2 getOriginPositionFromQuad(in Quad quad, Anchor origin)
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{
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var result = quad.TopLeft;
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if (origin.HasFlagFast(Anchor.x2))
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result.X += quad.Width;
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else if (origin.HasFlagFast(Anchor.x1))
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result.X += quad.Width / 2f;
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if (origin.HasFlagFast(Anchor.y2))
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result.Y += quad.Height;
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else if (origin.HasFlagFast(Anchor.y1))
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result.Y += quad.Height / 2f;
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return result;
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}
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/// <remarks>Defaults to <see langword="true"/>, meaning anchors are closest by default.</remarks>
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private BindableBool isDrawableUsingClosestAnchor(Drawable drawable) => isDrawableUsingClosestAnchorLookup.GetValue(drawable, _ => new BindableBool(true));
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// There may be a more generalised form of this somewhere in the codebase. If so, use that.
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private static string getSentenceCaseLocalisedString(ILocalisedBindableString ls) => ls.Value.Transform(To.SentenceCase);
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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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updateDrawableAnchorIfUsingClosest(drawable);
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}
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return true;
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}
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private void updateDrawableAnchorIfUsingClosest(Drawable drawable)
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{
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if (!isDrawableUsingClosestAnchor(drawable).Value) return;
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var closestAnchor = getClosestAnchorForDrawable(drawable);
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if (closestAnchor == drawable.Anchor) return;
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updateDrawableAnchor(drawable, closestAnchor);
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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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int checkAnchor(Drawable drawable) =>
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isDrawableUsingClosestAnchor(drawable).Value
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? hash_of_closest_anchor_menu_item
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: (int)drawable.Anchor;
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yield return new OsuMenuItem(getSentenceCaseLocalisedString(localisedAnchor))
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{
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Items = createAnchorItems(localisedAnchorMenuItems, checkAnchor, applyAnchor).ToArray()
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};
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yield return new OsuMenuItem(getSentenceCaseLocalisedString(localisedOrigin))
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{
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// Origins can't be "closest" so we just cast to int
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Items = createAnchorItems(localisedOriginMenuItems, d => (int)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(IDictionary<int, ILocalisedBindableString> items, Func<Drawable, int> checkFunction, Action<int> applyFunction) =>
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items.Select(pair =>
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{
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var (hash, ls) = pair;
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return new TernaryStateRadioMenuItem(getSentenceCaseLocalisedString(ls), MenuItemType.Standard, _ => applyFunction(hash))
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{
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State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == hash) }
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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(int hash)
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{
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var anchor = (Anchor)hash;
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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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updateDrawableAnchorIfUsingClosest(drawable);
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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(int hash)
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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 anchor = getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(hash, drawable);
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updateDrawableAnchor(drawable, anchor);
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}
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}
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private static void updateDrawableAnchor(Drawable drawable, Anchor anchor)
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{
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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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private Anchor getAnchorFromHashAndDrawableAndRecordWhetherUsingClosestAnchor(int hash, Drawable drawable)
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{
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var isUsingClosestAnchor = isDrawableUsingClosestAnchor(drawable);
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if (hash == hash_of_closest_anchor_menu_item)
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{
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isUsingClosestAnchor.Value = true;
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return getClosestAnchorForDrawable(drawable);
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}
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isUsingClosestAnchor.Value = false;
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return (Anchor)hash;
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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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