增加重载

This commit is contained in:
ww-rm
2025-03-23 10:55:28 +08:00
parent 1dd2c8fb4d
commit 988fdb22be

View File

@@ -312,7 +312,7 @@ namespace SpineViewer.Spine
public string DefaultAnimationName { get => animationNames.Last(); }
/// <summary>
/// 当前动画名称
/// 当前动画名称, 如果设置的动画不存在则忽略
/// </summary>
[TypeConverter(typeof(AnimationConverter))]
[Category("动画"), DisplayName("当前动画")]
@@ -330,35 +330,6 @@ namespace SpineViewer.Spine
[Browsable(false)]
public abstract RectangleF Bounds { get; }
/// <summary>
/// 获取初始状态下合适的 View, 参数单位为像素
/// </summary>
public SFML.Graphics.View GetInitView(uint width, uint height, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1)
{
var tmp = CurrentAnimation;
CurrentAnimation = EMPTY_ANIMATION;
var bounds = Bounds;
CurrentAnimation = tmp;
float sizeX = bounds.Width;
float sizeY = bounds.Height;
float innerW = width - paddingL - paddingR;
float innerH = height - paddingT - paddingB;
float scale = 1;
if ((sizeY / sizeX) < (innerH / innerW))
scale = sizeX / innerW; // 相同的 X, 视窗 Y 更大
else
scale = sizeY / innerH; // 相同的 Y, 视窗 X 更大
var x = bounds.X + bounds.Width / 2 + ((float)paddingL - (float)paddingR) * scale;
var y = bounds.Y + bounds.Height / 2 + ((float)paddingT - (float)paddingB) * scale;
var viewX = width * scale;
var viewY = height * scale;
return new(new(x, y), new(viewX, -viewY));
}
/// <summary>
/// 骨骼预览图
/// </summary>
@@ -405,19 +376,51 @@ namespace SpineViewer.Spine
public abstract void Update(float delta);
/// <summary>
/// 顶点坐标缓冲区
/// 获取初始状态下合适的 View, 参数单位为像素
/// </summary>
protected float[] worldVerticesBuffer = new float[1024];
public SFML.Graphics.View GetInitView(Size resolution, Padding padding) =>
GetInitView((uint)resolution.Width, (uint)resolution.Height, (uint)padding.Left, (uint)padding.Right, (uint)padding.Top, (uint)padding.Bottom);
/// <summary>
/// 顶点缓冲区
/// 获取初始状态下合适的 View, 参数单位为像素
/// </summary>
protected SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
public SFML.Graphics.View GetInitView(uint width, uint height, Padding padding) =>
GetInitView(width, height, (uint)padding.Left, (uint)padding.Right, (uint)padding.Top, (uint)padding.Bottom);
/// <summary>
/// SFML.Graphics.Drawable 接口实现 TODO: 增加调试内容绘制
/// 获取初始状态下合适的 View, 参数单位为像素
/// </summary>
public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
public SFML.Graphics.View GetInitView(Size resolution, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1) =>
GetInitView((uint)resolution.Width, (uint)resolution.Height, paddingL, paddingR, paddingT, paddingB);
/// <summary>
/// 获取初始状态下合适的 View, 参数单位为像素
/// </summary>
public SFML.Graphics.View GetInitView(uint width, uint height, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1)
{
var tmp = CurrentAnimation;
CurrentAnimation = EMPTY_ANIMATION;
var bounds = Bounds;
CurrentAnimation = tmp;
float sizeX = bounds.Width;
float sizeY = bounds.Height;
float innerW = width - paddingL - paddingR;
float innerH = height - paddingT - paddingB;
float scale = 1;
if ((sizeY / sizeX) < (innerH / innerW))
scale = sizeX / innerW; // 相同的 X, 视窗 Y 更大
else
scale = sizeY / innerH; // 相同的 Y, 视窗 X 更大
var x = bounds.X + bounds.Width / 2 + ((float)paddingL - (float)paddingR) * scale;
var y = bounds.Y + bounds.Height / 2 + ((float)paddingT - (float)paddingB) * scale;
var viewX = width * scale;
var viewY = height * scale;
return new(new(x, y), new(viewX, -viewY));
}
/// <summary>
/// 是否被选中
@@ -442,5 +445,24 @@ namespace SpineViewer.Spine
/// </summary>
[Browsable(false)]
public bool DebugBones { get; set; } = false;
#region SFML.Graphics.Drawable
/// <summary>
/// 顶点坐标缓冲区
/// </summary>
protected float[] worldVerticesBuffer = new float[1024];
/// <summary>
/// 顶点缓冲区
/// </summary>
protected SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
/// <summary>
/// SFML.Graphics.Drawable 接口实现 TODO: 增加调试内容绘制
/// </summary>
public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
#endregion
}
}