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Implement proper scaling algorithms
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@ -34,9 +34,94 @@ namespace osu.Game.Skinning.Editor
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{
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adjustScaleFromAnchor(ref scale, anchor);
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foreach (var c in SelectedBlueprints)
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// TODO: this is temporary and will be fixed with a separate refactor of selection transform logic.
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((Drawable)c.Item).Scale += scale * 0.02f;
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if (SelectedBlueprints.Count > 1)
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{
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var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
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b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
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// the selection quad is always upright, so use a rect to make mutating the values easier.
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var adjustedRect = selectionQuad.AABBFloat;
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// for now aspect lock scale adjustments that occur at corners.
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if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
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scale.Y = scale.X / selectionQuad.Width * selectionQuad.Height;
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if (anchor.HasFlagFast(Anchor.x0))
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{
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adjustedRect.X -= scale.X;
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adjustedRect.Width += scale.X;
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}
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else if (anchor.HasFlagFast(Anchor.x2))
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{
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adjustedRect.Width += scale.X;
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}
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if (anchor.HasFlagFast(Anchor.y0))
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{
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adjustedRect.Y -= scale.Y;
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adjustedRect.Height += scale.Y;
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}
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else if (anchor.HasFlagFast(Anchor.y2))
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{
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adjustedRect.Height += scale.Y;
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}
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// scale adjust should match that of the quad itself.
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var scaledDelta = new Vector2(
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adjustedRect.Width / selectionQuad.Width - 1,
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adjustedRect.Height / selectionQuad.Height - 1
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);
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foreach (var b in SelectedBlueprints)
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{
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var drawableItem = (Drawable)b.Item;
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if (SelectedBlueprints.Count > 1)
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{
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// each drawable's relative position should be maintained in the scaled quad.
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var screenPosition = b.ScreenSpaceSelectionPoint;
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var relativePositionInOriginal =
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new Vector2(
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(screenPosition.X - selectionQuad.TopLeft.X) / selectionQuad.Width,
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(screenPosition.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height
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);
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var newPositionInAdjusted = new Vector2(
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adjustedRect.TopLeft.X + adjustedRect.Width * relativePositionInOriginal.X,
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adjustedRect.TopLeft.Y + adjustedRect.Height * relativePositionInOriginal.Y
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);
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drawableItem.Position = drawableItem.Parent.ToLocalSpace(newPositionInAdjusted) - drawableItem.AnchorPosition;
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drawableItem.Scale += scaledDelta;
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}
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}
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}
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else
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{
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var blueprint = SelectedBlueprints.First();
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var drawableItem = (Drawable)blueprint.Item;
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// the number of local "pixels" the drag operation resulted in.
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// our goal is to increase the drawable's draw size by this amount.
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var scaledDelta = drawableItem.ScreenSpaceDeltaToParentSpace(scale);
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scaledDelta = new Vector2(
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scaledDelta.X / drawableItem.DrawWidth,
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scaledDelta.Y / drawableItem.DrawHeight
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);
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// handle the case where scaling with a centre origin needs double the adjustments to match
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// user cursor movement.
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if (drawableItem.Origin.HasFlagFast(Anchor.x1)) scaledDelta.X *= 2;
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if (drawableItem.Origin.HasFlagFast(Anchor.y1)) scaledDelta.Y *= 2;
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// for now aspect lock scale adjustments that occur at corners.
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if (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1))
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scaledDelta.Y = scaledDelta.X;
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drawableItem.Scale += scaledDelta;
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}
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return true;
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}
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@ -158,13 +243,6 @@ namespace osu.Game.Skinning.Editor
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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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// for now aspect lock scale adjustments that occur at corners.
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if (!reference.HasFlagFast(Anchor.x1) && !reference.HasFlagFast(Anchor.y1))
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{
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// TODO: temporary implementation - only dragging the corner handles across the X axis changes size.
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scale.Y = scale.X;
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}
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}
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public class AnchorMenuItem : TernaryStateMenuItem
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