增加GetResolutionBounds方法

This commit is contained in:
ww-rm
2025-04-16 21:37:09 +08:00
parent 68d279a7c3
commit febb797ae2
3 changed files with 22 additions and 47 deletions

View File

@@ -23,7 +23,7 @@ namespace SpineViewer.Controls
renderWindow.SetActive(false);
// 设置默认参数
Resolution = Screen.PrimaryScreen.Bounds.Size;
Resolution = new(2048, 2048);
Center = new(0, 0);
FlipY = true;
MaxFps = 30;

View File

@@ -29,45 +29,21 @@ namespace SpineViewer.Extensions
}
/// <summary>
/// 获取某个包围盒下合适的视图
/// 获取适合指定画布参数下能够覆盖包围盒的视区包围盒
/// </summary>
public static SFML.Graphics.View GetView(this RectangleF bounds, Size resolution, Padding padding)
=> bounds.GetView((uint)resolution.Width, (uint)resolution.Height, (uint)padding.Left, (uint)padding.Right, (uint)padding.Top, (uint)padding.Bottom);
/// <summary>
/// 获取某个包围盒下合适的视图
/// </summary>
public static SFML.Graphics.View GetView(this RectangleF bounds, uint width, uint height, Padding padding)
=> bounds.GetView(width, height, (uint)padding.Left, (uint)padding.Right, (uint)padding.Top, (uint)padding.Bottom);
/// <summary>
/// 获取某个包围盒下合适的视图
/// </summary>
public static SFML.Graphics.View GetView(this RectangleF bounds, Size resolution, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1)
=> bounds.GetView((uint)resolution.Width, (uint)resolution.Height, paddingL, paddingR, paddingT, paddingB);
/// <summary>
/// 获取某个包围盒下合适的视图
/// </summary>
public static SFML.Graphics.View GetView(this RectangleF bounds, uint width, uint height, uint paddingL = 1, uint paddingR = 1, uint paddingT = 1, uint paddingB = 1)
public static RectangleF GetResolutionBounds(this RectangleF bounds, Size resolution, Padding padding, Padding margin)
{
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 + (paddingL - (float)paddingR) * scale;
var y = bounds.Y + bounds.Height / 2 + (paddingT - (float)paddingB) * scale;
var viewX = width * scale;
var viewY = height * scale;
return new(new(x, y), new(viewX, -viewY));
float sizeW = bounds.Width;
float sizeH = bounds.Height;
float innerW = resolution.Width - padding.Horizontal;
float innerH = resolution.Height - padding.Vertical;
float scale = Math.Max(sizeW / innerW, sizeH / innerH); // 取两方向上较大的缩放比, 以此让画布可以覆盖内容
return new(
bounds.X + (padding.Left + margin.Left - padding.Right - margin.Right) * scale,
bounds.Y + (padding.Top + margin.Top - padding.Bottom - margin.Bottom) * scale,
(resolution.Width + margin.Horizontal) * scale,
(resolution.Height + margin.Vertical) * scale
);
}
}
}

View File

@@ -20,14 +20,9 @@ namespace SpineViewer.Spine
protected const string EMPTY_ANIMATION = "<Empty>";
/// <summary>
/// 预览图
/// 预览图像素大小
/// </summary>
protected const uint PREVIEW_WIDTH = 256;
/// <summary>
/// 预览图高
/// </summary>
protected const uint PREVIEW_HEIGHT = 256;
protected static readonly Size PreviewResolution = new(256, 256);
/// <summary>
/// 创建特定版本的 Spine
@@ -81,8 +76,12 @@ namespace SpineViewer.Spine
// 虽然两边不会同时调用 Draw, 但是死锁似乎和 Draw 函数有关
// 除此之外, 似乎还和 tex 的 Dispose 有关
// 如果不对 tex 进行 Dispose, 那么不管是否 Draw 都正常不会死锁
var tex = new SFML.Graphics.RenderTexture(PREVIEW_WIDTH, PREVIEW_HEIGHT);
using var view = getCurrentBounds().GetView(PREVIEW_WIDTH, PREVIEW_HEIGHT);
var tex = new SFML.Graphics.RenderTexture((uint)PreviewResolution.Width, (uint)PreviewResolution.Height);
var bounds = getCurrentBounds().GetResolutionBounds(PreviewResolution, new(0), new(0));
using var view = new SFML.Graphics.View(
new(bounds.X + bounds.Width / 2, bounds.Y + bounds.Height / 2),
new(bounds.Width, -bounds.Height)
);
tex.SetView(view);
tex.Clear(SFML.Graphics.Color.Transparent);
tex.Draw(this);