mirror of https://github.com/ppy/osu
380 lines
14 KiB
C#
380 lines
14 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.Components.Menus;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Overlays.SkinEditor
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{
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public partial class SkinSelectionHandler : SelectionHandler<ISerialisableDrawable>
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{
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[Resolved]
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private SkinEditor skinEditor { get; set; } = null!;
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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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// for now aspect lock scale adjustments that occur at corners..
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if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
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{
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// project scale vector along diagonal
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Vector2 diag = (selectionRect.TopLeft - selectionRect.BottomRight).Normalized();
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scale = Vector2.Dot(scale, diag) * diag;
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}
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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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else if (SelectedBlueprints.Any(b => !Precision.AlmostEquals(((Drawable)b.Item).Rotation, 0)))
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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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MathF.Max(adjustedRect.Width / selectionRect.Width, 0),
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MathF.Max(adjustedRect.Height / selectionRect.Height, 0)
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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, bool flipOverOrigin)
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{
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var selectionQuad = getSelectionQuad();
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Vector2 scaleFactor = direction == Direction.Horizontal ? new Vector2(-1, 1) : new Vector2(1, -1);
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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, flipOverOrigin ? drawableItem.Parent.ScreenSpaceDrawQuad : selectionQuad, b.ScreenSpaceSelectionPoint);
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updateDrawablePosition(drawableItem, flippedPosition);
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drawableItem.Scale *= scaleFactor;
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drawableItem.Rotation -= drawableItem.Rotation % 180 * 2;
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}
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return true;
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}
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public override bool HandleMovement(MoveSelectionEvent<ISerialisableDrawable> moveEvent)
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{
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foreach (var c in SelectedBlueprints)
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{
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var item = c.Item;
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Drawable drawable = (Drawable)item;
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drawable.Position += drawable.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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if (item.UsesFixedAnchor) continue;
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ApplyClosestAnchor(drawable);
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}
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return true;
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}
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public static void ApplyClosestAnchor(Drawable drawable) => applyAnchor(drawable, getClosestAnchor(drawable));
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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.CanFlipX = true;
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SelectionBox.CanFlipY = true;
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SelectionBox.CanReverse = false;
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}
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protected override void DeleteItems(IEnumerable<ISerialisableDrawable> items) =>
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skinEditor.DeleteItems(items.ToArray());
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISerialisableDrawable>> selection)
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{
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var closestItem = new TernaryStateRadioMenuItem("Closest", MenuItemType.Standard, _ => applyClosestAnchors())
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{
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State = { Value = GetStateFromSelection(selection, c => !c.Item.UsesFixedAnchor) }
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};
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yield return new OsuMenuItem("Anchor")
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{
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Items = createAnchorItems((d, a) => d.UsesFixedAnchor && ((Drawable)d).Anchor == a, applyFixedAnchors)
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.Prepend(closestItem)
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.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, o) => ((Drawable)d).Origin == o, applyOrigins).ToArray()
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};
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yield return new OsuMenuItem("Reset position", MenuItemType.Standard, () =>
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{
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foreach (var blueprint in SelectedBlueprints)
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((Drawable)blueprint.Item).Position = Vector2.Zero;
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});
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yield return new EditorMenuItemSpacer();
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yield return new OsuMenuItem("Bring to front", MenuItemType.Standard, () => skinEditor.BringSelectionToFront());
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yield return new OsuMenuItem("Send to back", MenuItemType.Standard, () => skinEditor.SendSelectionToBack());
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yield return new EditorMenuItemSpacer();
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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<ISerialisableDrawable, Anchor, bool> 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(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 applyOrigins(Anchor origin)
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{
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OnOperationBegan();
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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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if (origin == drawable.Origin) continue;
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var previousOrigin = drawable.OriginPosition;
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drawable.Origin = origin;
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drawable.Position += drawable.OriginPosition - previousOrigin;
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if (item.UsesFixedAnchor) continue;
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ApplyClosestAnchor(drawable);
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}
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OnOperationEnded();
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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 applyFixedAnchors(Anchor anchor)
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{
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OnOperationBegan();
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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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item.UsesFixedAnchor = true;
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applyAnchor(drawable, anchor);
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}
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OnOperationEnded();
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}
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private void applyClosestAnchors()
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{
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OnOperationBegan();
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foreach (var item in SelectedItems)
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{
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item.UsesFixedAnchor = false;
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ApplyClosestAnchor((Drawable)item);
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}
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OnOperationEnded();
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}
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private static Anchor getClosestAnchor(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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var screenPosition = getScreenPosition();
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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 getAnchorFromPosition(float xOrY, Anchor anchor0, Anchor anchor1, Anchor anchor2)
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{
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if (xOrY >= 2 / 3f)
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return anchor2;
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if (xOrY >= 1 / 3f)
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return anchor1;
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return anchor0;
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}
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result |= getAnchorFromPosition(absolutePosition.X / factor.X, Anchor.x0, Anchor.x1, Anchor.x2);
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result |= getAnchorFromPosition(absolutePosition.Y / factor.Y, Anchor.y0, Anchor.y1, Anchor.y2);
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return result;
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Vector2 getScreenPosition()
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{
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var quad = drawable.ScreenSpaceDrawQuad;
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var origin = drawable.Origin;
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var pos = quad.TopLeft;
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if (origin.HasFlagFast(Anchor.x2))
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pos.X += quad.Width;
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else if (origin.HasFlagFast(Anchor.x1))
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pos.X += quad.Width / 2f;
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if (origin.HasFlagFast(Anchor.y2))
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pos.Y += quad.Height;
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else if (origin.HasFlagFast(Anchor.y1))
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pos.Y += quad.Height / 2f;
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return pos;
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}
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}
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private static void applyAnchor(Drawable drawable, Anchor anchor)
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{
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if (anchor == drawable.Anchor) return;
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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 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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