osu/osu.Game/Skinning/Editor/SkinBlueprint.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Edit;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Skinning.Editor
{
public class SkinBlueprint : SelectionBlueprint<ISkinnableDrawable>
{
private Container box;
private Container outlineBox;
private AnchorOriginVisualiser anchorOriginVisualiser;
private Drawable drawable => (Drawable)Item;
protected override bool ShouldBeAlive => drawable.IsAlive && Item.IsPresent;
[Resolved]
private OsuColour colours { get; set; }
public SkinBlueprint(ISkinnableDrawable component)
: base(component)
{
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
box = new Container
{
Children = new Drawable[]
{
outlineBox = new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = 3,
BorderColour = Color4.White,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0f,
AlwaysPresent = true,
},
}
},
new OsuSpriteText
{
Text = Item.GetType().Name,
Font = OsuFont.Default.With(size: 10, weight: FontWeight.Bold),
Anchor = Anchor.BottomRight,
Origin = Anchor.TopRight,
},
},
},
anchorOriginVisualiser = new AnchorOriginVisualiser(drawable)
{
Alpha = 0,
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
updateSelectedState();
this.FadeInFromZero(200, Easing.OutQuint);
}
protected override void OnSelected()
{
// base logic hides selected blueprints when not selected, but skin blueprints don't do that.
updateSelectedState();
}
protected override void OnDeselected()
{
// base logic hides selected blueprints when not selected, but skin blueprints don't do that.
updateSelectedState();
}
private void updateSelectedState()
{
outlineBox.FadeColour(colours.Pink.Opacity(IsSelected ? 1 : 0.5f), 200, Easing.OutQuint);
outlineBox.Child.FadeTo(IsSelected ? 0.2f : 0, 200, Easing.OutQuint);
anchorOriginVisualiser.FadeTo(IsSelected ? 1 : 0, 200, Easing.OutQuint);
}
private Quad drawableQuad;
public override Quad ScreenSpaceDrawQuad => drawableQuad;
protected override void Update()
{
base.Update();
drawableQuad = drawable.ScreenSpaceDrawQuad;
var quad = ToLocalSpace(drawable.ScreenSpaceDrawQuad);
box.Position = drawable.ToSpaceOfOtherDrawable(Vector2.Zero, this);
box.Size = quad.Size;
box.Rotation = drawable.Rotation;
box.Scale = new Vector2(MathF.Sign(drawable.Scale.X), MathF.Sign(drawable.Scale.Y));
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => drawable.ReceivePositionalInputAt(screenSpacePos);
public override Vector2 ScreenSpaceSelectionPoint => drawable.ToScreenSpace(drawable.OriginPosition);
public override Quad SelectionQuad => drawable.ScreenSpaceDrawQuad;
}
internal class AnchorOriginVisualiser : CompositeDrawable
{
private readonly Drawable drawable;
private readonly Box originBox;
private readonly Box anchorBox;
private readonly Box anchorLine;
public AnchorOriginVisualiser(Drawable drawable)
{
this.drawable = drawable;
InternalChildren = new Drawable[]
{
anchorLine = new Box
{
Colour = Color4.Yellow,
Height = 2,
},
originBox = new Box
{
Colour = Color4.Red,
Origin = Anchor.Centre,
Size = new Vector2(5),
},
anchorBox = new Box
{
Colour = Color4.Red,
Origin = Anchor.Centre,
Size = new Vector2(5),
},
};
}
protected override void Update()
{
base.Update();
if (drawable.Parent == null)
return;
originBox.Position = drawable.ToSpaceOfOtherDrawable(drawable.OriginPosition, this);
anchorBox.Position = drawable.Parent.ToSpaceOfOtherDrawable(drawable.AnchorPosition, this);
var point1 = ToLocalSpace(anchorBox.ScreenSpaceDrawQuad.Centre);
var point2 = ToLocalSpace(originBox.ScreenSpaceDrawQuad.Centre);
anchorLine.Position = point1;
anchorLine.Width = (point2 - point1).Length;
anchorLine.Rotation = MathHelper.RadiansToDegrees(MathF.Atan2(point2.Y - point1.Y, point2.X - point1.X));
}
}
}