Hi, currently in the process of remaking studio’s UI editor into a more user friendly and smooth plugin, however im running into issues when scaling frames which are rotated as show:
While I don’t believe its very relevant here is my current resizing code:
function ResizingFunctions._RightSize(Frame, Distance, BaseSize, BasePosition, AspectRatioLocked, AspectRatio, CommandKeyIsDown)
if CommandKeyIsDown then Distance *= 2 end
local Inverse = Distance * -1
local X = BaseSize.X + Inverse
local Y = BaseSize.Y
local ImportantCheck = (AspectRatio > 0) and (AspectRatio < 100000)
if AspectRatioLocked and ImportantCheck then Y = X * AspectRatio end
if AspectRatioLocked and ImportantCheck then X = Y / AspectRatio end
if Settings.ClampResizingAtZero then Y = math.max(Y, 1) end
if Settings.ClampResizingAtZero then X = math.max(X, 1) end
Frame.Size = UDim2.new(0, X, 0, Y)
end
Where:
Frame is the Frame
Distance is the distance the mouse has traveled from starting point
BaseSize is the starting size of the frame
BasePosition is the starting position of the frame
And the others are not relevant since im not holding shift / alt
Id appreciate if someone could state how to factor in rotation here without the frame deciding to drift off into oblivion.