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mirror of https://github.com/ppy/osu.git synced 2024-12-15 15:53:21 +08:00

Use the same code path for all scaling

This commit is contained in:
Dean Herbert 2021-05-19 21:46:41 +09:00
parent 6a3c58b9ad
commit 14af86d6c5

View File

@ -34,92 +34,61 @@ namespace osu.Game.Skinning.Editor
{
adjustScaleFromAnchor(ref scale, anchor);
if (SelectedBlueprints.Count > 1)
var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
// the selection quad is always upright, so use a rect to make mutating the values easier.
var adjustedRect = selectionQuad.AABBFloat;
// for now aspect lock scale adjustments that occur at corners.
if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
scale.Y = scale.X / selectionQuad.Width * selectionQuad.Height;
if (anchor.HasFlagFast(Anchor.x0))
{
var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
// the selection quad is always upright, so use a rect to make mutating the values easier.
var adjustedRect = selectionQuad.AABBFloat;
// for now aspect lock scale adjustments that occur at corners.
if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
scale.Y = scale.X / selectionQuad.Width * selectionQuad.Height;
if (anchor.HasFlagFast(Anchor.x0))
{
adjustedRect.X -= scale.X;
adjustedRect.Width += scale.X;
}
else if (anchor.HasFlagFast(Anchor.x2))
{
adjustedRect.Width += scale.X;
}
if (anchor.HasFlagFast(Anchor.y0))
{
adjustedRect.Y -= scale.Y;
adjustedRect.Height += scale.Y;
}
else if (anchor.HasFlagFast(Anchor.y2))
{
adjustedRect.Height += scale.Y;
}
// scale adjust should match that of the quad itself.
var scaledDelta = new Vector2(
adjustedRect.Width / selectionQuad.Width - 1,
adjustedRect.Height / selectionQuad.Height - 1
);
foreach (var b in SelectedBlueprints)
{
var drawableItem = (Drawable)b.Item;
if (SelectedBlueprints.Count > 1)
{
// each drawable's relative position should be maintained in the scaled quad.
var screenPosition = b.ScreenSpaceSelectionPoint;
var relativePositionInOriginal =
new Vector2(
(screenPosition.X - selectionQuad.TopLeft.X) / selectionQuad.Width,
(screenPosition.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height
);
var newPositionInAdjusted = new Vector2(
adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X,
adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y
);
drawableItem.Position = drawableItem.Parent.ToLocalSpace(newPositionInAdjusted) - drawableItem.AnchorPosition;
drawableItem.Scale += scaledDelta;
}
}
adjustedRect.X -= scale.X;
adjustedRect.Width += scale.X;
}
else
else if (anchor.HasFlagFast(Anchor.x2))
{
var blueprint = SelectedBlueprints.First();
var drawableItem = (Drawable)blueprint.Item;
adjustedRect.Width += scale.X;
}
// the number of local "pixels" the drag operation resulted in.
// our goal is to increase the drawable's draw size by this amount.
var scaledDelta = drawableItem.ScreenSpaceDeltaToParentSpace(scale);
if (anchor.HasFlagFast(Anchor.y0))
{
adjustedRect.Y -= scale.Y;
adjustedRect.Height += scale.Y;
}
else if (anchor.HasFlagFast(Anchor.y2))
{
adjustedRect.Height += scale.Y;
}
scaledDelta = new Vector2(
scaledDelta.X / drawableItem.DrawWidth,
scaledDelta.Y / drawableItem.DrawHeight
// scale adjust should match that of the quad itself.
var scaledDelta = new Vector2(
adjustedRect.Width / selectionQuad.Width - 1,
adjustedRect.Height / selectionQuad.Height - 1
);
foreach (var b in SelectedBlueprints)
{
var drawableItem = (Drawable)b.Item;
// each drawable's relative position should be maintained in the scaled quad.
var screenPosition = b.ScreenSpaceSelectionPoint;
var relativePositionInOriginal =
new Vector2(
(screenPosition.X - selectionQuad.TopLeft.X) / selectionQuad.Width,
(screenPosition.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height
);
var newPositionInAdjusted = new Vector2(
adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X,
adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y
);
// handle the case where scaling with a centre origin needs double the adjustments to match
// user cursor movement.
if (drawableItem.Origin.HasFlagFast(Anchor.x1)) scaledDelta.X *= 2;
if (drawableItem.Origin.HasFlagFast(Anchor.y1)) scaledDelta.Y *= 2;
// for now aspect lock scale adjustments that occur at corners.
if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
scaledDelta.Y = scaledDelta.X;
drawableItem.Position = drawableItem.Parent.ToLocalSpace(newPositionInAdjusted) - drawableItem.AnchorPosition;
drawableItem.Scale += scaledDelta;
}