// Copyright (c) 2014 AlphaSierraPapa for the SharpDevelop Team // // Permission is hereby granted, free of charge, to any person obtaining a copy of this // software and associated documentation files (the "Software"), to deal in the Software // without restriction, including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons // to whom the Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR // PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE // FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. using System; using System.Drawing; using UnityEngine; namespace Unity.CodeEditor.Utils { /// /// Contains static helper methods for aligning stuff on a whole number of pixels. /// internal static class PixelSnapHelpers { /// /// Gets the pixel size on the screen containing visual. /// This method does not take transforms on visual into account. /// internal static Vector2 GetPixelSize(object visual) { if (visual == null) throw new ArgumentNullException(nameof(visual)); // TODO-avedit //PresentationSource source = PresentationSource.FromVisual(visual); //if (source != null) { // Matrix matrix = source.CompositionTarget.TransformFromDevice; // return new Size(matrix.M11, matrix.M22); //} else { return new Vector2(1, 1); //} } /// /// Aligns on the next middle of a pixel. /// /// The value that should be aligned /// The size of one pixel internal static float PixelAlign(float value, float pixelSize) { // 0 -> 0.5 // 0.1 -> 0.5 // 0.5 -> 0.5 // 0.9 -> 0.5 // 1 -> 1.5 return pixelSize * ((float)Math.Round((value / pixelSize) + 0.5f, MidpointRounding.AwayFromZero) - 0.5f); } /// /// Aligns the borders of rect on the middles of pixels. /// internal static Rect PixelAlign(Rect rect, Vector2 pixelSize) { var x = PixelAlign(rect.x, pixelSize.x); var y = PixelAlign(rect.y, pixelSize.y); var width = Round(rect.width, pixelSize.x); var height = Round(rect.height, pixelSize.y); return new Rect(x, y, width, height); } /// /// Rounds to whole number of pixels. /// internal static Point Round(Point point, Vector2 pixelSize) { return new Point((int)Round(point.X, pixelSize.x), (int)Round(point.Y, pixelSize.y)); } /// /// Rounds val to whole number of pixels. /// internal static Rect Round(Rect rect, Vector2 pixelSize) { return new Rect((float)Round(rect.x, pixelSize.x), (float)Round(rect.y, pixelSize.y), (float)Round(rect.width, pixelSize.x), (float)Round(rect.height, pixelSize.y)); } /// /// Rounds to a whole number of pixels. /// internal static float Round(double value, double pixelSize) { return (float)(pixelSize * Math.Round(value / pixelSize, MidpointRounding.AwayFromZero)); } /// /// Rounds to an whole odd number of pixels. /// internal static double RoundToOdd(float value, float pixelSize) { return Round(value - pixelSize, pixelSize * 2) + pixelSize; } } }