166 lines
5.5 KiB
C#
166 lines
5.5 KiB
C#
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using CtrEditor.ObjetosSim;
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using System.Collections.ObjectModel;
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using System.Windows;
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namespace CtrEditor
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{
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public class ObjectAlignment
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{
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private readonly ObservableCollection<osBase> _selectedObjects;
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public ObjectAlignment(ObservableCollection<osBase> selectedObjects)
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{
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_selectedObjects = selectedObjects;
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}
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public void AlignLeft()
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{
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if (_selectedObjects.Count <= 1) return;
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float leftMost = _selectedObjects.Min(obj => obj.Left);
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foreach (var obj in _selectedObjects)
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{
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obj.Left = leftMost;
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}
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}
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public void AlignRight()
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{
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if (_selectedObjects.Count <= 1) return;
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float rightMost = _selectedObjects.Max(obj => obj.Left + obj.Ancho);
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foreach (var obj in _selectedObjects)
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{
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obj.Left = rightMost - obj.Ancho;
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}
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}
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public void AlignTop()
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{
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if (_selectedObjects.Count <= 1) return;
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float topMost = _selectedObjects.Min(obj => obj.Top);
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foreach (var obj in _selectedObjects)
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{
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obj.Top = topMost;
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}
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}
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public void AlignBottom()
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{
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if (_selectedObjects.Count <= 1) return;
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float bottomMost = _selectedObjects.Max(obj => obj.Top + obj.Alto);
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foreach (var obj in _selectedObjects)
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{
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obj.Top = bottomMost - obj.Alto;
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}
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}
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public void AlignCenterHorizontally()
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{
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if (_selectedObjects.Count <= 1) return;
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float averageY = _selectedObjects.Average(obj => obj.Top + obj.Alto / 2);
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foreach (var obj in _selectedObjects)
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{
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obj.Top = averageY - obj.Alto / 2;
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}
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}
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public void AlignCenterVertically()
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{
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if (_selectedObjects.Count <= 1) return;
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float averageX = _selectedObjects.Average(obj => obj.Left + obj.Ancho / 2);
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foreach (var obj in _selectedObjects)
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{
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obj.Left = averageX - obj.Ancho / 2;
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}
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}
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public void DistributeHorizontally()
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{
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if (_selectedObjects.Count <= 2) return;
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// Ordenar objetos por su centro X real (considerando rotación)
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var objectsWithCenters = _selectedObjects
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.Select(obj => new
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{
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Object = obj,
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Center = GetObjectCenter(obj)
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})
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.OrderBy(x => x.Center.X)
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.ToList();
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// Calcular el espacio total y el espaciado
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float leftMost = (float)objectsWithCenters.First().Center.X;
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float rightMost = (float)objectsWithCenters.Last().Center.X;
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float totalWidth = rightMost - leftMost;
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float spacing = totalWidth / (_selectedObjects.Count - 1);
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// Distribuir objetos basados en sus centros
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for (int i = 1; i < objectsWithCenters.Count - 1; i++)
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{
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var obj = objectsWithCenters[i].Object;
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var targetCenterX = leftMost + (spacing * i);
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var currentCenter = GetObjectCenter(obj);
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var deltaX = targetCenterX - currentCenter.X;
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obj.Left += (float)deltaX;
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}
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}
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public void DistributeVertically()
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{
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if (_selectedObjects.Count <= 2) return;
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// Ordenar objetos por su centro Y real (considerando rotación)
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var objectsWithCenters = _selectedObjects
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.Select(obj => new
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{
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Object = obj,
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Center = GetObjectCenter(obj)
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})
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.OrderBy(x => x.Center.Y)
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.ToList();
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// Calcular el espacio total y el espaciado
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float topMost = (float)objectsWithCenters.First().Center.Y;
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float bottomMost = (float)objectsWithCenters.Last().Center.Y;
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float totalHeight = bottomMost - topMost;
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float spacing = totalHeight / (_selectedObjects.Count - 1);
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// Distribuir objetos basados en sus centros
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for (int i = 1; i < objectsWithCenters.Count - 1; i++)
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{
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var obj = objectsWithCenters[i].Object;
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var targetCenterY = topMost + (spacing * i);
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var currentCenter = GetObjectCenter(obj);
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var deltaY = targetCenterY - currentCenter.Y;
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obj.Top += (float)deltaY;
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}
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}
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private Point GetObjectCenter(osBase obj)
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{
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double angleRad = obj.Angulo * Math.PI / 180.0;
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float centerX = obj.Left + (obj.Ancho / 2);
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float centerY = obj.Top + (obj.Alto / 2);
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// Si el objeto está rotado, calcular el centro real
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if (obj.Angulo != 0)
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{
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// Obtener el centro después de la rotación
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var rotatedX = obj.Left + (Math.Cos(angleRad) * obj.Ancho / 2 - Math.Sin(angleRad) * obj.Alto / 2);
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var rotatedY = obj.Top + (Math.Sin(angleRad) * obj.Ancho / 2 + Math.Cos(angleRad) * obj.Alto / 2);
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return new Point(rotatedX, rotatedY);
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}
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return new Point(centerX, centerY);
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}
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}
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}
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