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Added space for panning - Closes #110
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@ -7,6 +7,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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### Added
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- Italian localization - thanks to Marco Galli!
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- In addition to the middle mouse button, you can now use `Space` to pan around the canvas.
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### Changed
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- More translatable strings, updates to Greek & Brazilian Portuguese (thanks to YeldhamDev) localizations.
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@ -14,10 +15,10 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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- Added a VSplitContainer for Palettes and Layers.
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- Added a ScrollContainer for the palette buttons on the Edit Palette popup.
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- Made Palette .json files more readable, and made "comments" on top of the color data.
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- THe grid options are now being updated realtime when they're being changed from the preferences.
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- The grid options are now being updated realtime when they're being changed from the preferences.
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### Fixed
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- Crash that occured when trying to delete contents of a selection, that were outside the canvas.
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- Fixed crash that occured when trying to delete contents of a selection, that were outside the canvas.
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- Fixed .gpl palettes not being imported correctly - Issue #112
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- Fixed crash that occured when pressing the play buttons on the timeline, on Godot 3.2 - Issue #111
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@ -11,9 +11,9 @@ func _ready() -> void:
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func _input(event : InputEvent) -> void:
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var mouse_pos := viewport_container.get_local_mouse_position()
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var viewport_size := viewport_container.rect_size
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if event.is_action_pressed("camera_drag"):
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if event.is_action_pressed("camera_drag") || event.is_action_pressed("space"):
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drag = true
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elif event.is_action_released("camera_drag"):
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elif event.is_action_released("camera_drag") || event.is_action_released("space"):
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drag = false
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if Global.can_draw && Rect2(Vector2.ZERO, viewport_size).has_point(mouse_pos):
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@ -91,11 +91,18 @@ func _input(event : InputEvent) -> void:
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else:
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return
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current_pixel = get_local_mouse_position() + location
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if Global.current_frame == frame && Global.has_focus:
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update()
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# We don't want to draw when pressing space, because it's used for panning
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if Input.is_action_pressed("space"):
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previous_mouse_pos = current_pixel
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previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x)
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previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y)
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return
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sprite_changed_this_frame = false
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current_pixel = get_local_mouse_position() + location
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var mouse_pos := current_pixel
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var mouse_pos_floored := mouse_pos.floor()
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var mouse_pos_ceiled := mouse_pos.ceil()
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@ -24,6 +24,7 @@ func _ready() -> void:
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contributors.create_item(contributor_root).set_text(0, " Subhang Nanduri")
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contributors.create_item(contributor_root).set_text(0, " danielnaoexiste")
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contributors.create_item(contributor_root).set_text(0, " huskee")
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contributors.create_item(contributor_root).set_text(0, " Gaarco")
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var donors_root := donors.create_item()
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donors.create_item(donors_root).set_text(0, " pcmxms")
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@ -45,12 +45,12 @@ _global_script_class_icons={
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[application]
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config/name="Pixelorama"
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config/description="A free & open-source 2D sprite editor"
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run/main_scene="res://Main.tscn"
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run/low_processor_mode=true
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boot_splash/image="res://splash.png"
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boot_splash/bg_color=Color( 0.145098, 0.145098, 0.164706, 1 )
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config/icon="res://icon.png"
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config/description="A free & open-source 2D sprite editor"
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config/Version="v0.6.1"
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[autoload]
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@ -214,6 +214,11 @@ delete={
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777224,"unicode":0,"echo":false,"script":null)
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]
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}
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space={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
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]
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}
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[locale]
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