mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
235 lines
8.7 KiB
C#
235 lines
8.7 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.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public class OsuSelectionHandler : SelectionHandler
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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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bool canOperate = SelectedHitObjects.Count() > 1 || SelectedHitObjects.Any(s => s is Slider);
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SelectionBox.CanRotate = canOperate;
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SelectionBox.CanScaleX = canOperate;
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SelectionBox.CanScaleY = canOperate;
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}
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protected override void OnOperationEnded()
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{
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base.OnOperationEnded();
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referenceOrigin = null;
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}
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public override bool HandleMovement(MoveSelectionEvent moveEvent) =>
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moveSelection(moveEvent.InstantDelta);
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/// <summary>
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/// During a transform, the initial origin is stored so it can be used throughout the operation.
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/// </summary>
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private Vector2? referenceOrigin;
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public override bool HandleFlip(Direction direction)
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{
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var hitObjects = selectedMovableObjects;
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var selectedObjectsQuad = getSurroundingQuad(hitObjects);
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var centre = selectedObjectsQuad.Centre;
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foreach (var h in hitObjects)
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{
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var pos = h.Position;
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switch (direction)
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{
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case Direction.Horizontal:
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pos.X = centre.X - (pos.X - centre.X);
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break;
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case Direction.Vertical:
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pos.Y = centre.Y - (pos.Y - centre.Y);
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break;
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}
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h.Position = pos;
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if (h is Slider slider)
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{
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foreach (var point in slider.Path.ControlPoints)
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{
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point.Position.Value = new Vector2(
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(direction == Direction.Horizontal ? -1 : 1) * point.Position.Value.X,
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(direction == Direction.Vertical ? -1 : 1) * point.Position.Value.Y
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);
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}
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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 HandleScale(Vector2 scale, Anchor reference)
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{
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adjustScaleFromAnchor(ref scale, reference);
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var hitObjects = selectedMovableObjects;
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// for the time being, allow resizing of slider paths only if the slider is
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// the only hit object selected. with a group selection, it's likely the user
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// is not looking to change the duration of the slider but expand the whole pattern.
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if (hitObjects.Length == 1 && hitObjects.First() is Slider slider)
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{
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Quad quad = getSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position.Value));
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Vector2 pathRelativeDeltaScale = new Vector2(1 + scale.X / quad.Width, 1 + scale.Y / quad.Height);
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foreach (var point in slider.Path.ControlPoints)
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point.Position.Value *= pathRelativeDeltaScale;
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}
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else
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{
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// move the selection before scaling if dragging from top or left anchors.
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if ((reference & Anchor.x0) > 0 && !moveSelection(new Vector2(-scale.X, 0))) return false;
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if ((reference & Anchor.y0) > 0 && !moveSelection(new Vector2(0, -scale.Y))) return false;
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Quad quad = getSurroundingQuad(hitObjects);
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foreach (var h in hitObjects)
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{
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h.Position = new Vector2(
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quad.TopLeft.X + (h.X - quad.TopLeft.X) / quad.Width * (quad.Width + scale.X),
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quad.TopLeft.Y + (h.Y - quad.TopLeft.Y) / quad.Height * (quad.Height + scale.Y)
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);
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}
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}
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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 override bool HandleRotation(float delta)
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{
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var hitObjects = selectedMovableObjects;
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Quad quad = getSurroundingQuad(hitObjects);
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referenceOrigin ??= quad.Centre;
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foreach (var h in hitObjects)
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{
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h.Position = rotatePointAroundOrigin(h.Position, referenceOrigin.Value, delta);
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if (h is IHasPath path)
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{
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foreach (var point in path.Path.ControlPoints)
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point.Position.Value = rotatePointAroundOrigin(point.Position.Value, Vector2.Zero, delta);
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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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private bool moveSelection(Vector2 delta)
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{
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var hitObjects = selectedMovableObjects;
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Quad quad = getSurroundingQuad(hitObjects);
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if (quad.TopLeft.X + delta.X < 0 ||
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quad.TopLeft.Y + delta.Y < 0 ||
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quad.BottomRight.X + delta.X > DrawWidth ||
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quad.BottomRight.Y + delta.Y > DrawHeight)
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return false;
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foreach (var h in hitObjects)
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h.Position += delta;
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return true;
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}
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/// <summary>
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/// Returns a gamefield-space quad surrounding the provided hit objects.
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/// </summary>
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/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
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private Quad getSurroundingQuad(OsuHitObject[] hitObjects) =>
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getSurroundingQuad(hitObjects.SelectMany(h => new[] { h.Position, h.EndPosition }));
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/// <summary>
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/// Returns a gamefield-space 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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private Quad getSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!SelectedHitObjects.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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/// <summary>
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/// All osu! hitobjects which can be moved/rotated/scaled.
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/// </summary>
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private OsuHitObject[] selectedMovableObjects => SelectedHitObjects
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.OfType<OsuHitObject>()
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.Where(h => !(h is Spinner))
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.ToArray();
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/// <summary>
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/// Rotate a point around an arbitrary origin.
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/// </summary>
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/// <param name="point">The point.</param>
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/// <param name="origin">The centre origin to rotate around.</param>
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/// <param name="angle">The angle to rotate (in degrees).</param>
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private static Vector2 rotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
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{
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angle = -angle;
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point.X -= origin.X;
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point.Y -= origin.Y;
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Vector2 ret;
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ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle));
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ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle));
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ret.X += origin.X;
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ret.Y += origin.Y;
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return ret;
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}
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}
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}
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