diff --git a/osu.Game/Skinning/Editor/SkinSelectionHandler.cs b/osu.Game/Skinning/Editor/SkinSelectionHandler.cs index 2f9611ba65..accb65483b 100644 --- a/osu.Game/Skinning/Editor/SkinSelectionHandler.cs +++ b/osu.Game/Skinning/Editor/SkinSelectionHandler.cs @@ -8,6 +8,7 @@ using osu.Framework.Allocation; using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.UserInterface; +using osu.Framework.Utils; using osu.Game.Extensions; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; @@ -37,40 +38,44 @@ namespace osu.Game.Skinning.Editor adjustScaleFromAnchor(ref scale, anchor); - var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b => - b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray())); + // the selection quad is always upright, so use an AABB rect to make mutating the values easier. + var selectionRect = GetSurroundingQuad(SelectedBlueprints.SelectMany(b => + b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray())).AABBFloat; - // the selection quad is always upright, so use a rect to make mutating the values easier. - var adjustedRect = selectionQuad.AABBFloat; + // copy to mutate, as we will need to compare to the original later on. + var adjustedRect = selectionRect; - // 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; + // first, remove any scale axis we are not interested in. + if (anchor.HasFlagFast(Anchor.x1)) scale.X = 0; + if (anchor.HasFlagFast(Anchor.y1)) scale.Y = 0; - if (anchor.HasFlagFast(Anchor.x0)) + bool shouldAspectLock = + // for now aspect lock scale adjustments that occur at corners.. + (!anchor.HasFlagFast(Anchor.x1) && !anchor.HasFlagFast(Anchor.y1)) + // ..or if any of the selection have been rotated. + // this is to avoid requiring skew logic (which would likely not be the user's expected transform anyway). + || SelectedBlueprints.Any(b => !Precision.AlmostEquals(((Drawable)b.Item).Rotation % 90, 0)); + + if (shouldAspectLock) { - adjustedRect.X -= scale.X; - adjustedRect.Width += scale.X; - } - else if (anchor.HasFlagFast(Anchor.x2)) - { - adjustedRect.Width += scale.X; + if (anchor.HasFlagFast(Anchor.x1)) + // if dragging from the horizontal centre, only a vertical component is available. + scale.X = scale.Y / selectionRect.Height * selectionRect.Width; + else + // in all other cases (arbitrarily) use the horizontal component for aspect lock. + scale.Y = scale.X / selectionRect.Width * selectionRect.Height; } - if (anchor.HasFlagFast(Anchor.y0)) - { - adjustedRect.Y -= scale.Y; - adjustedRect.Height += scale.Y; - } - else if (anchor.HasFlagFast(Anchor.y2)) - { - adjustedRect.Height += scale.Y; - } + if (anchor.HasFlagFast(Anchor.x0)) adjustedRect.X -= scale.X; + if (anchor.HasFlagFast(Anchor.y0)) adjustedRect.Y -= scale.Y; - // scale adjust should match that of the quad itself. + adjustedRect.Width += scale.X; + adjustedRect.Height += scale.Y; + + // scale adjust applied to each individual item should match that of the quad itself. var scaledDelta = new Vector2( - adjustedRect.Width / selectionQuad.Width, - adjustedRect.Height / selectionQuad.Height + adjustedRect.Width / selectionRect.Width, + adjustedRect.Height / selectionRect.Height ); foreach (var b in SelectedBlueprints) @@ -82,8 +87,8 @@ namespace osu.Game.Skinning.Editor var relativePositionInOriginal = new Vector2( - (screenPosition.X - selectionQuad.TopLeft.X) / selectionQuad.Width, - (screenPosition.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height + (screenPosition.X - selectionRect.TopLeft.X) / selectionRect.Width, + (screenPosition.Y - selectionRect.TopLeft.Y) / selectionRect.Height ); var newPositionInAdjusted = new Vector2(