fix: tame animated resize scaling
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@@ -237,19 +237,22 @@ impl WindowGeometry {
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pub fn inverse_visual_point(&self, x: f64, y: f64) -> Option<(f64, f64)> {
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let visual = self.visual.current;
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let scale = self.visual_scale()?;
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let (scale_x, scale_y) = self.visual_scale()?;
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Some(((x - visual.x) / scale, (y - visual.y) / scale))
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Some(((x - visual.x) / scale_x, (y - visual.y) / scale_y))
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}
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pub fn visual_scale(&self) -> Option<f64> {
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pub fn visual_scale(&self) -> Option<(f64, f64)> {
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let source = self.client.committed_size?;
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let visual = self.visual.current;
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if source.width <= 0 || source.height <= 0 || visual.width <= 0.0 || visual.height <= 0.0 {
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return None;
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}
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Some((visual.width / f64::from(source.width)).max(visual.height / f64::from(source.height)))
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Some((
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visual.width / f64::from(source.width),
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visual.height / f64::from(source.height),
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))
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}
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}
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@@ -381,15 +384,14 @@ mod tests {
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}
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#[test]
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fn inverse_visual_point_matches_uniform_cover_transform() {
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fn inverse_visual_point_matches_stretched_transform() {
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let initial = Rect::new(100.0, 50.0, 400.0, 300.0);
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let mut geometry = WindowGeometry::new(initial, Some(ClientSize::from_rect(initial)));
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geometry.visual.current = Rect::new(200.0, 100.0, 600.0, 600.0);
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// Cover scales the 4:3 source by 2x for a square allocation, then clips it.
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assert_eq!(
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geometry.inverse_visual_point(600.0, 500.0),
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Some((200.0, 200.0))
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Some((400.0 * 2.0 / 3.0, 200.0))
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);
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}
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