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Waveshaper tearout scaling is borked #6635
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oh that's the annoying scale-on-resize thing that tearouts need. I know the fix. easy to do for 1.1.2. thanks! |
The reason for this is that the window when torn out doesn't quite inherit the parent transform The fix for this is in the You can see void FilterAnalysis::resized()
{
auto t = getTransform().inverted();
auto h = getHeight();
auto w = getWidth();
t.transformPoint(w, h);
f1Button->setBounds(2, 2, 40, 15);
f2Button->setBounds(w - 42, 2, 40, 15);
catchUpStore = evaluator->outboundUpdates - 1; // because we need to rebuild the path
} whereas void WaveShaperAnalysis::resized() {} so basically take that transform of w and h and use it in the resized method is the answer. Make WaveShaper look like Filter. |
Oh the other trick is in the Filter paint method we don't use So look in auto lb = getLocalBounds().transformedBy(getTransform().inverted());
auto dRect = lb.withTrimmedTop(15).reduced(4);
auto width = dRect.getWidth();
auto height = dRect.getHeight();
will have to do same in waveshaper paint (and that's probably the real fix since waveshaper doesn't currently have any subcomponents to resize) |
Waveshaper tearout needed transform-dop correction to allow it to draw int he right space. Closes surge-synthesizer#6635
Waveshaper tearout needed transform-dop correction to allow it to draw int he right space. Closes #6635
It's fine as long as it stays inside, but torn out it looks like this:
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