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:
parent
6a3c58b9ad
commit
14af86d6c5
@ -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;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user