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Cleanup Displays view UI
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@@ -264,17 +264,17 @@ void DisplaysView::recenter ()
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// compute scaling to fit the scene box into the view
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if ( scene_box.scale().x > scene_box.scale().y ) {
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// horizontal arrangement
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scene.root()->scale_.x = glm::min(view.x, view.y) / ( scene_box.scale().x * 1.2f );
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scene.root()->scale_.x = glm::min(view.x, view.y) / ( scene_box.scale().x );
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scene.root()->scale_.y = scene.root()->scale_.x;
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}
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else {
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// vertical arrangement
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scene.root()->scale_.y = glm::min(view.x, view.y) / ( scene_box.scale().y * 1.2f );
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scene.root()->scale_.y = glm::min(view.x, view.y) / ( scene_box.scale().y );
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scene.root()->scale_.x = scene.root()->scale_.y;
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}
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// compute translation to place at the center (considering scaling, + shift for buttons left and above)
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scene.root()->translation_ = -scene.root()->scale_.x * scene_box.center() + glm::vec3(0.2f, -0.2f, 0.f);
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scene.root()->translation_ = -scene.root()->scale_.x * (scene_box.center() + glm::vec3(-0.2f, 0.2f, 0.f));
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}
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void DisplaysView::resize ( int scale )
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@@ -897,27 +897,14 @@ View::Cursor DisplaysView::grab (Source *, glm::vec2 from, glm::vec2 to, std::pa
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windows_[current_window_].output_frame_->translation_ = glm::round( windows_[current_window_].output_frame_->translation_ * 20.f) * 0.05f;
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}
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if (corner.x > 0.f) {
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if (corner.y > 0.f)
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info << "Top Right";
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else
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info << "Bottom Right";
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}
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else {
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if (corner.y > 0.f)
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info << "Top Left";
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else
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info << "Bottom Left";
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}
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// show cursor depending on diagonal (corner picked)
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T = glm::rotate(glm::identity<glm::mat4>(), current_output_status_->rotation_.z, glm::vec3(0.f, 0.f, 1.f));
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T = glm::scale(T, current_output_status_->scale_);
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corner = T * glm::vec4( corner, 0.f, 0.f );
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ret.type = corner.x * corner.y > 0.f ? Cursor_ResizeNESW : Cursor_ResizeNWSE;
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// info << "Output resized " << std::fixed << std::setprecision(1) << 100.f * windows_[current_window_].output_frame_->scale_.x;
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// info << " x " << 100.f * windows_[current_window_].output_frame_->scale_.y << " %";
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info << "Output resized " << std::fixed << std::setprecision(1) << 100.f * windows_[current_window_].output_frame_->scale_.x;
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info << " x " << 100.f * windows_[current_window_].output_frame_->scale_.y << " %";
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}
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// grab window not fullscreen : move or resizes
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