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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:
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width = Global.camera.zoom.x
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default_color = Global.guide_color
project.guides.append(self)
func _input(_event : InputEvent):
mouse_pos = get_local_mouse_position()
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"):
if !point_in_rectangle(Global.canvas.current_pixel, Global.canvas.location, Global.canvas.location + 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
if type == Types.HORIZONTAL:
draw_set_transform(Vector2(Global.camera.offset.x - (viewport_size.x / 2) * zoom.x, points[0].y + font.get_height() * zoom.x * 2), rotation, zoom * 2)
draw_string(font, Vector2.ZERO, "%spx" % str(stepify(mouse_pos.y, 0.5)))
else:
draw_set_transform(Vector2(points[0].x + font.get_height() * zoom.y, Global.camera.offset.y - (viewport_size.y / 2.25) * zoom.y), rotation, zoom * 2)
draw_string(font, Vector2.ZERO, "%spx" % str(stepify(mouse_pos.x, 0.5)))
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