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Pixelorama/src/UI/Canvas/Rulers/Guide.gd

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GDScript3
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class_name Guide extends Line2D
enum Types {HORIZONTAL, VERTICAL}
var font := preload("res://assets/fonts/Roboto-Regular.tres")
var has_focus := true
var mouse_pos := Vector2.ZERO
var type = Types.HORIZONTAL
var project = Global.current_project
func _ready() -> void:
width = Global.camera.zoom.x * 2
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default_color = Global.guide_color
project.guides.append(self)
func _input(_event : InputEvent):
var tmp_transform = get_canvas_transform().affine_inverse()
var tmp_position = Global.main_viewport.get_local_mouse_position()
mouse_pos = tmp_transform.basis_xform(tmp_position) + tmp_transform.origin
if points.size() < 2:
return
var point0 := points[0]
var point1 := points[1]
if type == Types.HORIZONTAL:
point0.y -= width * 3
point1.y += width * 3
else:
point0.x -= width * 3
point1.x += width * 3
if Global.can_draw and Global.has_focus and point_in_rectangle(mouse_pos, point0, point1) and Input.is_action_just_pressed("left_mouse") and visible:
if !point_in_rectangle(Global.canvas.current_pixel, Vector2.ZERO, project.size):
has_focus = true
Global.has_focus = false
update()
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if has_focus and visible:
if Input.is_action_pressed("left_mouse"):
if type == Types.HORIZONTAL:
var yy = stepify(mouse_pos.y, 0.5)
points[0].y = yy
points[1].y = yy
else:
var xx = stepify(mouse_pos.x, 0.5)
points[0].x = xx
points[1].x = xx
if Input.is_action_just_released("left_mouse"):
Global.has_focus = true
has_focus = false
if !outside_canvas():
update()
func _draw() -> void:
if has_focus:
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var viewport_size: Vector2 = Global.main_viewport.rect_size
var zoom: Vector2 = Global.camera.zoom
# viewport_poly is an array of the points that make up the corners of the viewport
var viewport_poly:= [Vector2.ZERO, Vector2(viewport_size.x, 0), viewport_size, Vector2(0, viewport_size.y)]
# Adjusting viewport_poly to take into account the camera offset, zoom, and rotation
for p in range(viewport_poly.size()):
viewport_poly[p] = viewport_poly[p].rotated(Global.camera.rotation) * zoom + Vector2(Global.camera.offset.x - (viewport_size.rotated(Global.camera.rotation).x / 2) * zoom.x, Global.camera.offset.y - (viewport_size.rotated(Global.camera.rotation).y / 2) * zoom.y)
var string = "%spx" % str(stepify(mouse_pos.y if type == Types.HORIZONTAL else mouse_pos.x, 0.5))
# X and Y offsets for nicer looking spacing
var x_offset := 5
var y_offset := -7 # Only used where the string is above the guide
# Draw the string where the guide intersects with the viewport poly
# Priority is top edge, then left, then right
var intersection = Geometry.segment_intersects_segment_2d(points[0], points[1], viewport_poly[0], viewport_poly[1])
if intersection:
draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
if intersection.distance_squared_to(viewport_poly[0]) < intersection.distance_squared_to(viewport_poly[1]):
draw_string(font, Vector2(x_offset, font.get_height()), string)
else:
draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, font.get_height()), string)
return
intersection = Geometry.segment_intersects_segment_2d(points[0], points[1], viewport_poly[3], viewport_poly[0])
if intersection:
draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
if intersection.distance_squared_to(viewport_poly[3]) < intersection.distance_squared_to(viewport_poly[0]):
draw_string(font, Vector2(x_offset, y_offset), string)
else:
draw_string(font, Vector2(x_offset, font.get_height()), string)
return
intersection = Geometry.segment_intersects_segment_2d(points[0], points[1], viewport_poly[1], viewport_poly[2])
if intersection:
draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
if intersection.distance_squared_to(viewport_poly[1]) < intersection.distance_squared_to(viewport_poly[2]):
draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, font.get_height()), string)
else:
draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, y_offset), string)
return
# If there's no intersection with a viewport edge, show string in top left corner
draw_set_transform(viewport_poly[0], Global.camera.rotation, zoom * 2)
draw_string(font, Vector2(x_offset, font.get_height()), string)
func outside_canvas() -> bool:
if type == Types.HORIZONTAL:
if points[0].y < 0 || points[0].y > project.size.y:
project.guides.erase(self)
queue_free()
return true
else:
if points[0].x < 0 || points[0].x > project.size.x:
project.guides.erase(self)
queue_free()
return true
return false
func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
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return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y