[FEAT] Allow to adjust cell size
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@@ -1,6 +1,7 @@
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import { computed, ref, watch } from 'vue';
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import type { Layer, Sprite } from '@/types/sprites';
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import { getMaxDimensions as getMaxDimensionsSingle, useSprites as useSpritesSingle } from './useSprites';
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import { useSettingsStore } from '@/stores/useSettingsStore';
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export const createEmptyLayer = (name: string): Layer => ({
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id: crypto.randomUUID(),
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@@ -14,6 +15,7 @@ export const useLayers = () => {
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const layers = ref<Layer[]>([createEmptyLayer('Base')]);
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const activeLayerId = ref<string>(layers.value[0].id);
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const columns = ref(4);
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const settingsStore = useSettingsStore();
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watch(columns, val => {
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const num = typeof val === 'number' ? val : parseInt(String(val));
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@@ -38,7 +40,22 @@ export const useLayers = () => {
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const alignSprites = (position: 'left' | 'center' | 'right' | 'top' | 'middle' | 'bottom') => {
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const l = activeLayer.value;
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if (!l || !l.sprites.length) return;
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const { maxWidth, maxHeight } = getMaxDimensions(l.sprites);
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// Determine the cell dimensions to align within
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let cellWidth: number;
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let cellHeight: number;
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if (settingsStore.manualCellSizeEnabled) {
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// Use manual cell size (without negative spacing)
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cellWidth = settingsStore.manualCellWidth;
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cellHeight = settingsStore.manualCellHeight;
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} else {
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// Use auto-calculated dimensions based on sprite sizes
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const { maxWidth, maxHeight } = getMaxDimensions(l.sprites);
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cellWidth = maxWidth;
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cellHeight = maxHeight;
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}
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l.sprites = l.sprites.map(sprite => {
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let x = sprite.x;
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let y = sprite.y;
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@@ -47,19 +64,19 @@ export const useLayers = () => {
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x = 0;
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break;
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case 'center':
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x = Math.floor((maxWidth - sprite.width) / 2);
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x = Math.floor((cellWidth - sprite.width) / 2);
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break;
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case 'right':
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x = Math.floor(maxWidth - sprite.width);
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x = Math.floor(cellWidth - sprite.width);
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break;
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case 'top':
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y = 0;
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break;
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case 'middle':
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y = Math.floor((maxHeight - sprite.height) / 2);
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y = Math.floor((cellHeight - sprite.height) / 2);
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break;
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case 'bottom':
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y = Math.floor(maxHeight - sprite.height);
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y = Math.floor(cellHeight - sprite.height);
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break;
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}
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return { ...sprite, x: Math.floor(x), y: Math.floor(y) };
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