Use the same code path for all scaling

This commit is contained in:
Dean Herbert 2021-05-19 21:46:41 +09:00
parent 6a3c58b9ad
commit 14af86d6c5

View File

@ -34,8 +34,6 @@ namespace osu.Game.Skinning.Editor
{
adjustScaleFromAnchor(ref scale, anchor);
if (SelectedBlueprints.Count > 1)
{
var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
@ -76,8 +74,6 @@ namespace osu.Game.Skinning.Editor
{
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;
@ -95,33 +91,6 @@ namespace osu.Game.Skinning.Editor
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;
}