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Pixelorama/src/UI/Canvas/Measurements.gd

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GDScript3
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extends Node2D
const WIDTH = 2
var font: Font
var line_color = Global.guide_color
var mode = Global.MeasurementMode.NONE
var apparent_width = WIDTH
var rect_bounds: Rect2i
func _ready() -> void:
font = Global.control.theme.default_font
func update_measurement(mode_idx := Global.MeasurementMode.NONE):
mode = mode_idx
queue_redraw()
func _draw() -> void:
match mode:
Global.MeasurementMode.MOVE:
_prepare_movement_rect()
_draw_move_measurement()
_:
rect_bounds = Rect2i()
func _input(_event: InputEvent) -> void:
apparent_width = WIDTH / Global.camera.zoom.x
func _prepare_movement_rect():
var project := Global.current_project
if project.has_selection:
rect_bounds = Global.canvas.selection.preview_image.get_used_rect()
rect_bounds.position += Vector2i(Global.canvas.selection.big_bounding_rectangle.position)
if !rect_bounds.has_area():
rect_bounds = Global.canvas.selection.big_bounding_rectangle
return
if rect_bounds.has_area():
return
var selected_cels = Global.current_project.selected_cels
var frames = []
for selected_cel in selected_cels:
if not selected_cel[0] in frames:
frames.append(selected_cel[0])
for frame in frames:
# Find used rect of the current frame (across all of the layers)
var used_rect := Rect2i()
for cel_idx in project.frames[frame].cels.size():
if not [frame, cel_idx] in selected_cels:
continue
var cel = project.frames[frame].cels[cel_idx]
if not cel is PixelCel:
continue
var cel_rect := cel.get_image().get_used_rect()
if cel_rect.has_area():
used_rect = used_rect.merge(cel_rect) if used_rect.has_area() else cel_rect
if not used_rect.has_area():
continue
if !rect_bounds.has_area():
rect_bounds = used_rect
else:
rect_bounds = rect_bounds.merge(used_rect)
if not rect_bounds.has_area():
rect_bounds = Rect2(Vector2.ZERO, project.size)
func _draw_move_measurement():
var p_size = Global.current_project.size
var dashed_color = line_color
dashed_color.a = 0.5
# Draw boundary
var boundary = Rect2i(rect_bounds)
boundary.position += Global.canvas.move_preview_location
draw_rect(boundary, line_color, false, apparent_width)
# calculate lines
var top = Vector2(boundary.get_center().x, boundary.position.y)
var bottom = Vector2(boundary.get_center().x, boundary.end.y)
var left = Vector2(boundary.position.x, boundary.get_center().y)
var right = Vector2(boundary.end.x, boundary.get_center().y)
var p_vertical = [Vector2(top.x, 0), Vector2(bottom.x, p_size.y)] # top, bottom
var p_horizontal = [Vector2(0, left.y), Vector2(p_size.x, right.y)] # left, right
var lines = []
if left.x > -boundary.size.x: # left side
if left.x < p_size.x:
lines.append([left, p_horizontal[0]])
else:
lines.append([left, p_horizontal[1]])
if right.x < p_size.x + boundary.size.x: # right side
if right.x > 0:
lines.append([right, p_horizontal[1]])
else:
lines.append([right, p_horizontal[0]])
if top.y > -boundary.size.y: # top side
if top.y < p_size.y:
lines.append([top, p_vertical[0]])
else:
lines.append([top, p_vertical[1]])
if bottom.y < p_size.y + boundary.size.y: # bottom side
if bottom.y > 0:
lines.append([bottom, p_vertical[1]])
else:
lines.append([bottom, p_vertical[0]])
for line in lines:
if !Rect2i(Vector2.ZERO, p_size + Vector2i.ONE).has_point(line[1]):
var point_a := Vector2.ZERO
var point_b := Vector2.ZERO
# project lines if needed
if line[1] == p_vertical[0]: # upper horizontal projection
point_a = Vector2(p_size.x / 2, 0)
point_b = Vector2(top.x, 0)
elif line[1] == p_vertical[1]: # lower horizontal projection
point_a = Vector2(p_size.x / 2, p_size.y)
point_b = Vector2(bottom.x, p_size.y)
elif line[1] == p_horizontal[0]: # left vertical projection
point_a = Vector2(0, p_size.y / 2)
point_b = Vector2(0, left.y)
elif line[1] == p_horizontal[1]: # right vertical projection
point_a = Vector2(p_size.x, p_size.y / 2)
point_b = Vector2(p_size.x, right.y)
var offset = (point_b - point_a).normalized() * (boundary.size / 2.0)
draw_dashed_line(point_a + offset, point_b + offset, dashed_color, apparent_width)
draw_line(line[0], line[1], line_color, apparent_width)
var string_vec = line[0] + (line[1] - line[0]) / 2
draw_set_transform(Vector2.ZERO, Global.camera.rotation, Vector2.ONE / Global.camera.zoom)
draw_string(
font,
string_vec * Global.camera.zoom,
str(line[0].distance_to(line[1]), "px"),
HORIZONTAL_ALIGNMENT_LEFT
)
draw_set_transform(Vector2.ZERO, Global.camera.rotation, Vector2.ONE)