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Guide Color Improvements (#561)
* Symmetry guide color work * Changed to semi-transparent guides from red, blend slight blue into symmetry guides for variation Co-authored-by: MrTriPie <MrTriPie>
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parent
3e88efc118
commit
0081aa365a
3 changed files with 31 additions and 27 deletions
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@ -156,7 +156,10 @@ func preference_update(prop : String) -> void:
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if prop in ["guide_color"]:
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for guide in Global.canvas.get_children():
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if guide is Guide:
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if guide is SymmetryGuide:
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# Add a subtle difference to the normal guide color by mixing in some blue
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guide.default_color = Global.guide_color.linear_interpolate(Color(0.2 , 0.2, .65), .6)
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elif guide is Guide:
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guide.default_color = Global.guide_color
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if prop in ["fps_limit"]:
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@ -13,6 +13,8 @@ func _ready() -> void:
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width = Global.camera.zoom.x * 2
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default_color = Global.guide_color
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project.guides.append(self)
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if outside_canvas():
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modulate.a = 0.5
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func _input(_event : InputEvent):
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@ -45,10 +47,17 @@ func _input(_event : InputEvent):
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var xx = stepify(mouse_pos.x, 0.5)
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points[0].x = xx
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points[1].x = xx
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if outside_canvas():
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modulate.a = 0.5
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else:
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modulate.a = 1
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if Input.is_action_just_released("left_mouse"):
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Global.has_focus = true
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has_focus = false
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if !outside_canvas():
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if outside_canvas():
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project.guides.erase(self)
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queue_free()
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else:
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update()
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@ -63,7 +72,8 @@ func _draw() -> void:
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for p in range(viewport_poly.size()):
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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)
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var string = "%spx" % str(stepify(mouse_pos.y if type == Types.HORIZONTAL else mouse_pos.x, 0.5))
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var string := "%spx" % str(stepify(mouse_pos.y if type == Types.HORIZONTAL else mouse_pos.x, 0.5))
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var color: Color = Global.control.theme.get_color("font_color", "Label")
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# X and Y offsets for nicer looking spacing
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var x_offset := 5
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var y_offset := -7 # Only used where the string is above the guide
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@ -74,44 +84,37 @@ func _draw() -> void:
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if intersection.distance_squared_to(viewport_poly[0]) < intersection.distance_squared_to(viewport_poly[1]):
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draw_string(font, Vector2(x_offset, font.get_height()), string)
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draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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else:
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draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, font.get_height()), string)
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draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, font.get_height()), string, color)
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return
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intersection = Geometry.segment_intersects_segment_2d(points[0], points[1], viewport_poly[3], viewport_poly[0])
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if intersection.distance_squared_to(viewport_poly[3]) < intersection.distance_squared_to(viewport_poly[0]):
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draw_string(font, Vector2(x_offset, y_offset), string)
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draw_string(font, Vector2(x_offset, y_offset), string, color)
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else:
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draw_string(font, Vector2(x_offset, font.get_height()), string)
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draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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return
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intersection = Geometry.segment_intersects_segment_2d(points[0], points[1], viewport_poly[1], viewport_poly[2])
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if intersection.distance_squared_to(viewport_poly[1]) < intersection.distance_squared_to(viewport_poly[2]):
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draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, font.get_height()), string)
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draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, font.get_height()), string, color)
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else:
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draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, y_offset), string)
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draw_string(font, Vector2(-font.get_string_size(string).x - x_offset, y_offset), string, color)
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return
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# If there's no intersection with a viewport edge, show string in top left corner
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draw_set_transform(viewport_poly[0], Global.camera.rotation, zoom * 2)
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draw_string(font, Vector2(x_offset, font.get_height()), string)
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draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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func outside_canvas() -> bool:
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if type == Types.HORIZONTAL:
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if points[0].y < 0 || points[0].y > project.size.y:
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project.guides.erase(self)
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queue_free()
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return true
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return points[0].y < 0 || points[0].y > project.size.y
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else:
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if points[0].x < 0 || points[0].x > project.size.x:
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project.guides.erase(self)
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queue_free()
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return true
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return false
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return points[0].x < 0 || points[0].x > project.size.x
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func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
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@ -11,25 +11,23 @@ func _ready() -> void:
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texture_mode = Line2D.LINE_TEXTURE_TILE
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width = Global.camera.zoom.x * 4
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yield(get_tree().create_timer(0.01), "timeout")
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modulate = Global.guide_color
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# Add a subtle difference to the normal guide color by mixing in some blue
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default_color = Global.guide_color.linear_interpolate(Color(0.2 , 0.2, .65), .6)
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func _input(_event : InputEvent) -> void:
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._input(_event)
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if type == Types.HORIZONTAL:
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project.y_symmetry_point = points[0].y * 2 - 1
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points[0].y = clamp(points[0].y, 0, Global.current_project.size.y)
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points[1].y = clamp(points[1].y, 0, Global.current_project.size.y)
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elif type == Types.VERTICAL:
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points[0].x = clamp(points[0].x, 0, Global.current_project.size.x)
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points[1].x = clamp(points[1].x, 0, Global.current_project.size.x)
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project.x_symmetry_point = points[0].x * 2 - 1
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yield(get_tree().create_timer(0.01), "timeout")
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func outside_canvas() -> bool:
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if type == Types.HORIZONTAL:
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points[0].y = clamp(points[0].y, 0, Global.current_project.size.y)
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points[1].y = clamp(points[1].y, 0, Global.current_project.size.y)
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elif type == Types.VERTICAL:
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points[0].x = clamp(points[0].x, 0, Global.current_project.size.x)
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points[1].x = clamp(points[1].x, 0, Global.current_project.size.x)
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return false
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