Path: blob/master/osu.Game/Screens/Edit/Compose/Components/SelectionScaleHandler.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osuTK; namespace osu.Game.Screens.Edit.Compose.Components { /// <summary> /// Base handler for editor scale operations. /// </summary> public partial class SelectionScaleHandler : Component { /// <summary> /// Whether there is any ongoing scale operation right now. /// </summary> public Bindable<bool> OperationInProgress { get; private set; } = new BindableBool(); /// <summary> /// Whether horizontal scaling (from the left or right edge) support should be enabled. /// </summary> public Bindable<bool> CanScaleX { get; private set; } = new BindableBool(); /// <summary> /// Whether vertical scaling (from the top or bottom edge) support should be enabled. /// </summary> public Bindable<bool> CanScaleY { get; private set; } = new BindableBool(); /// <summary> /// Whether diagonal scaling (from a corner) support should be enabled. /// </summary> /// <remarks> /// There are some cases where we only want to allow proportional resizing, and not allow /// one or both explicit directions of scale. /// </remarks> public Bindable<bool> CanScaleDiagonally { get; private set; } = new BindableBool(); public Quad? OriginalSurroundingQuad { get; protected set; } /// <summary> /// Performs a single, instant, atomic scale operation. /// </summary> /// <remarks> /// This method is intended to be used in atomic contexts (such as when pressing a single button). /// For continuous operations, see the <see cref="Begin"/>-<see cref="Update"/>-<see cref="Commit"/> flow. /// </remarks> /// <param name="scale">The scale to apply, as multiplier.</param> /// <param name="origin"> /// The origin point to scale from. /// If the default <see langword="null"/> value is supplied, a sane implementation-defined default will be used. /// </param> /// <param name="adjustAxis">The axes to adjust the scale in.</param> /// <param name="axisRotation">The rotation of the axes in degrees.</param> public void ScaleSelection(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both, float axisRotation = 0) { Begin(); Update(scale, origin, adjustAxis, axisRotation); Commit(); } /// <summary> /// Begins a continuous scale operation. /// </summary> /// <remarks> /// This flow is intended to be used when a scale operation is made incrementally (such as when dragging a scale handle or slider). /// For instantaneous, atomic operations, use the convenience <see cref="ScaleSelection"/> method. /// </remarks> public virtual void Begin() { OperationInProgress.Value = true; } /// <summary> /// Updates a continuous scale operation. /// Must be preceded by a <see cref="Begin"/> call. /// </summary> /// <remarks> /// <para> /// This flow is intended to be used when a scale operation is made incrementally (such as when dragging a scale handle or slider). /// As such, the values of <paramref name="scale"/> and <paramref name="origin"/> supplied should be relative to the state of the objects being scaled /// when <see cref="Begin"/> was called, rather than instantaneous deltas. /// </para> /// <para> /// For instantaneous, atomic operations, use the convenience <see cref="ScaleSelection"/> method. /// </para> /// </remarks> /// <param name="scale">The Scale to apply, as multiplier.</param> /// <param name="origin"> /// The origin point to scale from. /// If the default <see langword="null"/> value is supplied, a sane implementation-defined default will be used. /// </param> /// <param name="adjustAxis">The axes to adjust the scale in.</param> /// <param name="axisRotation">The rotation of the axes in degrees.</param> public virtual void Update(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both, float axisRotation = 0) { } /// <summary> /// Ends a continuous scale operation. /// Must be preceded by a <see cref="Begin"/> call. /// </summary> /// <remarks> /// This flow is intended to be used when a scale operation is made incrementally (such as when dragging a scale handle or slider). /// For instantaneous, atomic operations, use the convenience <see cref="ScaleSelection"/> method. /// </remarks> public virtual void Commit() { OperationInProgress.Value = false; } } }