diff --git a/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs b/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs
index 0418aa1925..595357ee65 100644
--- a/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs
+++ b/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs
@@ -215,23 +215,23 @@ namespace osu.Game.Rulesets.Osu.Edit
private bool scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
{
+ scale = getClampedScale(hitObjects, reference, scale);
+
// move the selection before scaling if dragging from top or left anchors.
float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
Quad selectionQuad = getSurroundingQuad(hitObjects);
- Quad scaledQuad = new Quad(selectionQuad.TopLeft.X + xOffset, selectionQuad.TopLeft.Y + yOffset, selectionQuad.Width + scale.X, selectionQuad.Height + scale.Y);
- (bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
foreach (var h in hitObjects)
{
var newPosition = h.Position;
// guard against no-ops and NaN.
- if (scale.X != 0 && selectionQuad.Width > 0 && xInBounds)
+ if (scale.X != 0 && selectionQuad.Width > 0)
newPosition.X = selectionQuad.TopLeft.X + xOffset + (h.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
- if (scale.Y != 0 && selectionQuad.Height > 0 && yInBounds)
+ if (scale.Y != 0 && selectionQuad.Height > 0)
newPosition.Y = selectionQuad.TopLeft.Y + yOffset + (h.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
h.Position = newPosition;
@@ -269,6 +269,43 @@ namespace osu.Game.Rulesets.Osu.Edit
h.Position += delta;
}
+ ///
+ /// Clamp scale where selection does not exceed playfield bounds or flip.
+ ///
+ /// The hitobjects to be scaled
+ /// The anchor from which the scale operation is performed
+ /// The scale to be clamped
+ /// The clamped scale vector
+ private Vector2 getClampedScale(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
+ {
+ float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
+ float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
+
+ Quad selectionQuad = getSurroundingQuad(hitObjects);
+
+ //todo: this is not always correct for selections involving sliders
+ Quad scaledQuad = new Quad(selectionQuad.TopLeft.X + xOffset, selectionQuad.TopLeft.Y + yOffset, selectionQuad.Width + scale.X, selectionQuad.Height + scale.Y);
+
+ //max Size -> playfield bounds
+ if (scaledQuad.TopLeft.X < 0)
+ scale.X += scaledQuad.TopLeft.X;
+ if (scaledQuad.TopLeft.Y < 0)
+ scale.Y += scaledQuad.TopLeft.Y;
+
+ if (scaledQuad.BottomRight.X > DrawWidth)
+ scale.X -= scaledQuad.BottomRight.X - DrawWidth;
+ if (scaledQuad.BottomRight.Y > DrawHeight)
+ scale.Y -= scaledQuad.BottomRight.Y - DrawHeight;
+
+ //min Size -> almost 0. Less than 0 causes the quad to flip, exactly 0 causes scaling to get stuck at minimum scale.
+ Vector2 scaledSize = selectionQuad.Size + scale;
+ Vector2 minSize = new Vector2(Precision.FLOAT_EPSILON);
+
+ scale = Vector2.ComponentMax(minSize, scaledSize) - selectionQuad.Size;
+
+ return scale;
+ }
+
///
/// Returns a gamefield-space quad surrounding the provided hit objects.
///