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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 }
const INPUT_WIDTH := 4
var font := preload("res://assets/fonts/Roboto-Regular.tres")
var has_focus := true
var mouse_pos := Vector2.ZERO
var type: int = 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)
if outside_canvas():
modulate.a = 0.5
func _input(_event: InputEvent) -> void:
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if !visible:
return
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
var point0 := points[0]
var point1 := points[1]
if type == Types.HORIZONTAL:
point0.y -= width * INPUT_WIDTH
point1.y += width * INPUT_WIDTH
else:
point0.x -= width * INPUT_WIDTH
point1.x += width * INPUT_WIDTH
if (
Global.can_draw
and Global.has_focus
and point_in_rectangle(mouse_pos, point0, point1)
and Input.is_action_just_pressed("left_mouse")
):
if (
!point_in_rectangle(Global.canvas.current_pixel, Vector2.ZERO, project.size)
or Global.move_guides_on_canvas
):
has_focus = true
Global.has_focus = false
update()
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if has_focus:
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 outside_canvas():
modulate.a = 0.5
else:
modulate.a = 1
if Input.is_action_just_released("left_mouse"):
Global.has_focus = true
has_focus = false
if outside_canvas():
project.guides.erase(self)
queue_free()
else:
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))
)
var color: Color = Global.control.theme.get_color("font_color", "Label")
# 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, color)
else:
draw_string(
font,
Vector2(-font.get_string_size(string).x - x_offset, font.get_height()),
string,
color
)
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, color)
else:
draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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,
color
)
else:
draw_string(
font,
Vector2(-font.get_string_size(string).x - x_offset, y_offset),
string,
color
)
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, color)
func outside_canvas() -> bool:
if type == Types.HORIZONTAL:
return points[0].y < 0 || points[0].y > project.size.y
else:
return points[0].x < 0 || points[0].x > project.size.x
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