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Implement proper scaling algorithms

This commit is contained in:
Dean Herbert 2021-05-19 19:58:55 +09:00
parent a0f67ef3bc
commit 6a3c58b9ad

View File

@ -34,9 +34,94 @@ namespace osu.Game.Skinning.Editor
{
adjustScaleFromAnchor(ref scale, anchor);
foreach (var c in SelectedBlueprints)
// TODO: this is temporary and will be fixed with a separate refactor of selection transform logic.
((Drawable)c.Item).Scale += scale * 0.02f;
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))
{
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;
}
}
}
else
{
var blueprint = SelectedBlueprints.First();
var drawableItem = (Drawable)blueprint.Item;
// 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);
scaledDelta = new Vector2(
scaledDelta.X / drawableItem.DrawWidth,
scaledDelta.Y / drawableItem.DrawHeight
);
// 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.Scale += scaledDelta;
}
return true;
}
@ -158,13 +243,6 @@ namespace osu.Game.Skinning.Editor
// reverse the scale direction if dragging from top or left.
if ((reference & Anchor.x0) > 0) scale.X = -scale.X;
if ((reference & Anchor.y0) > 0) scale.Y = -scale.Y;
// for now aspect lock scale adjustments that occur at corners.
if (!reference.HasFlagFast(Anchor.x1) && !reference.HasFlagFast(Anchor.y1))
{
// TODO: temporary implementation - only dragging the corner handles across the X axis changes size.
scale.Y = scale.X;
}
}
public class AnchorMenuItem : TernaryStateMenuItem