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120 lines
3.7 KiB
C#
120 lines
3.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Layout;
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using osuTK;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container that reverts any rotation (and optionally scale) applied by its direct parent.
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/// </summary>
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public class UprightAspectMaintainingContainer : Container
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{
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/// <summary>
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/// Controls how much this container scales compared to its parent (default is 1.0f).
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/// </summary>
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public float ScalingFactor { get; set; } = 1;
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/// <summary>
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/// Controls the scaling of this container.
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/// </summary>
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public ScaleMode Scaling { get; set; } = ScaleMode.Vertical;
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private readonly LayoutValue layout = new LayoutValue(Invalidation.DrawInfo, InvalidationSource.Parent);
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public UprightAspectMaintainingContainer()
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{
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AddLayout(layout);
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}
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protected override void Update()
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{
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base.Update();
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if (!layout.IsValid)
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{
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keepUprightAndUnstretched();
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layout.Validate();
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}
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}
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/// <summary>
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/// Keeps the drawable upright and unstretched preventing it from being rotated, sheared, scaled or flipped with its Parent.
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/// </summary>
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private void keepUprightAndUnstretched()
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{
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// Decomposes the inverse of the parent DrawInfo.Matrix into rotation, shear and scale.
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var parentMatrix = Parent.DrawInfo.Matrix;
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// Remove Translation.>
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parentMatrix.M31 = 0.0f;
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parentMatrix.M32 = 0.0f;
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Matrix3 reversedParent = parentMatrix.Inverted();
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// Extract the rotation.
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float angle = MathF.Atan2(reversedParent.M12, reversedParent.M11);
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Rotation = MathHelper.RadiansToDegrees(angle);
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// Remove rotation from the C matrix so that it only contains shear and scale.
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Matrix3 m = Matrix3.CreateRotationZ(-angle);
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reversedParent *= m;
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// Extract shear.
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float alpha = reversedParent.M21 / reversedParent.M22;
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Shear = new Vector2(-alpha, 0);
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// Etract scale.
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float sx = reversedParent.M11;
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float sy = reversedParent.M22;
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Vector3 parentScale = parentMatrix.ExtractScale();
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float usedScale = 1.0f;
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switch (Scaling)
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{
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case ScaleMode.Horizontal:
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usedScale = parentScale.X;
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break;
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case ScaleMode.Vertical:
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usedScale = parentScale.Y;
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break;
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}
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if (Scaling != ScaleMode.NoScaling)
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{
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if (ScalingFactor < 1.0f)
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usedScale = 1.0f + (usedScale - 1.0f) * ScalingFactor;
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if (ScalingFactor > 1.0f)
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usedScale = (usedScale < 1.0f) ? usedScale * (1.0f / ScalingFactor) : usedScale * ScalingFactor;
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}
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Scale = new Vector2(sx * usedScale, sy * usedScale);
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}
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}
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public enum ScaleMode
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{
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/// <summary>
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/// Prevent this container from scaling.
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/// </summary>
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NoScaling,
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/// <summary>
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/// Scale uniformly (maintaining aspect ratio) based on the vertical scale of the parent.
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/// </summary>
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Vertical,
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/// <summary>
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/// Scale uniformly (maintaining aspect ratio) based on the horizontal scale of the parent.
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/// </summary>
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Horizontal,
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}
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}
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