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Revert "Fix Objects Growing near Infinity when Scaling w Aspect Ratio Maintained"
This reverts commit fb843fb
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fb843fb414
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1 changed files with 27 additions and 66 deletions
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@ -28,8 +28,8 @@ namespace Greenshot.Helpers {
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/// Offers a few helper functions for scaling/aligning an element with another element
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/// </summary>
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public static class ScaleHelper {
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[Flags]
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[Flags]
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public enum ScaleOptions {
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/// <summary>
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/// Default scale behavior.
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@ -218,98 +218,59 @@ namespace Greenshot.Helpers {
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}
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/// <summary>
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/// Adjusts resizeHandleCoords so that aspect ratio is kept after resizing a given rectangle with provided arguments.
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/// An adjustment can always be done in two ways, e.g. *in*crease width until fit or *de*crease height until fit.
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/// To avoid objects growing near infinity unexpectedly in certain combinations, the adjustment will choose the
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/// option resulting in the smaller rectangle.
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/// Adjusts resizeHandleCoords so that aspect ratio is kept after resizing a given rectangle with provided arguments
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/// </summary>
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/// <param name="originalRectangle">bounds of the current rectangle</param>
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/// <param name="resizeHandlePosition">position of the handle/gripper being used for resized, see Position</param>
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/// <param name="resizeHandleCoords">coordinates of the used handle/gripper, adjusted coordinates will be written to this reference</param>
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private static void adjustCoordsForRationalScale(RectangleF originalRectangle, Positions resizeHandlePosition, ref PointF resizeHandleCoords) {
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float originalRatio = originalRectangle.Width / originalRectangle.Height;
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float originalRatio = originalRectangle.Width / originalRectangle.Height;
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float newWidth, newHeight, newRatio;
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int flippedRatioSign;
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switch(resizeHandlePosition) {
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case Positions.TopLeft:
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newWidth = originalRectangle.Right - resizeHandleCoords.X;
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newHeight = originalRectangle.Bottom - resizeHandleCoords.Y;
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newRatio = newWidth / newHeight;
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flippedRatioSign = Math.Sign(newRatio) * Math.Sign(originalRatio);
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if (Math.Abs(newRatio) > Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be wider than original
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// keep height and tweak width to maintain aspect ratio
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float tweakedWidth = newHeight * originalRatio * flippedRatioSign;
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resizeHandleCoords.X = originalRectangle.Right - tweakedWidth;
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} else if(Math.Abs(newRatio) < Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be taller than original
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// keep width and tweak height to maintain aspect ratio
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float tweakedHeight = newWidth / originalRatio * flippedRatioSign;
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resizeHandleCoords.Y = originalRectangle.Bottom - tweakedHeight;
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if(newRatio > originalRatio) { // FIXME
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resizeHandleCoords.X = originalRectangle.Right - newHeight * originalRatio;
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} else if(newRatio < originalRatio) {
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resizeHandleCoords.Y = originalRectangle.Bottom - newWidth / originalRatio;
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}
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break;
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case Positions.TopRight:
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newWidth = resizeHandleCoords.X - originalRectangle.Left;
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newHeight = originalRectangle.Bottom - resizeHandleCoords.Y;
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newRatio = newWidth / newHeight;
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flippedRatioSign = Math.Sign(newRatio) * Math.Sign(originalRatio);
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if (Math.Abs(newRatio) > Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be wider than original
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// keep height and tweak width to maintain aspect ratio
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float tweakedWidth = newHeight * originalRatio * flippedRatioSign;
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resizeHandleCoords.X = originalRectangle.Left + tweakedWidth;
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}
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else if (Math.Abs(newRatio) < Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be taller than original
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// keep width and tweak height to maintain aspect ratio
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float tweakedHeight = newWidth / originalRatio * flippedRatioSign;
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resizeHandleCoords.Y = originalRectangle.Bottom - tweakedHeight;
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}
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break;
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newRatio = newWidth / newHeight;
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if(newRatio > originalRatio) { // FIXME
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resizeHandleCoords.X = newHeight * originalRatio + originalRectangle.Left;
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} else if(newRatio < originalRatio) {
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resizeHandleCoords.Y = originalRectangle.Bottom - newWidth / originalRatio;
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}
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break;
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case Positions.BottomLeft:
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newWidth = originalRectangle.Right - resizeHandleCoords.X;
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newHeight = resizeHandleCoords.Y - originalRectangle.Top;
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newRatio = newWidth / newHeight;
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flippedRatioSign = Math.Sign(newRatio) * Math.Sign(originalRatio);
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if (Math.Abs(newRatio) > Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be wider than original
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// keep height and tweak width to maintain aspect ratio
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float tweakedWidth = newHeight * originalRatio * flippedRatioSign;
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resizeHandleCoords.X = originalRectangle.Right - tweakedWidth;
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}
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else if (Math.Abs(newRatio) < Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be taller than original
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// keep width and tweak height to maintain aspect ratio
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float tweakedHeight = newWidth / originalRatio * flippedRatioSign;
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resizeHandleCoords.Y = originalRectangle.Top + tweakedHeight;
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}
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break;
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if(newRatio > originalRatio) {
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resizeHandleCoords.X = originalRectangle.Right - newHeight * originalRatio;
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} else if(newRatio < originalRatio) {
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resizeHandleCoords.Y = newWidth / originalRatio + originalRectangle.Top;
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}
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break;
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case Positions.BottomRight:
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newWidth = resizeHandleCoords.X - originalRectangle.Left;
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newHeight = resizeHandleCoords.Y - originalRectangle.Top;
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newRatio = newWidth / newHeight;
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flippedRatioSign = Math.Sign(newRatio) * Math.Sign(originalRatio);
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if (Math.Abs(newRatio) > Math.Abs(originalRatio)) {
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// scaled rectangle (ratio) would be wider than original
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// keep height and tweak width to maintain aspect ratio
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float tweakedWidth = newHeight * originalRatio * flippedRatioSign;
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resizeHandleCoords.X = originalRectangle.Left + tweakedWidth;
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}
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else if (Math.Abs(newRatio) < Math.Abs(originalRatio)) {
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// TODO this is the same code as else if for topleft!
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// scaled rectangle (ratio) would be taller than original
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// keep width and tweak height to maintain aspect ratio
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float tweakedHeight = newWidth / originalRatio * flippedRatioSign;
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resizeHandleCoords.Y = originalRectangle.Top + tweakedHeight;
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}
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break;
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if(newRatio > originalRatio) {
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resizeHandleCoords.X = newHeight * originalRatio + originalRectangle.Left;
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} else if(newRatio < originalRatio) {
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resizeHandleCoords.Y = newWidth / originalRatio + originalRectangle.Top;
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}
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break;
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}
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}
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