extends Button const RULER_WIDTH := 16 var font := preload("res://assets/fonts/Roboto-Small.tres") var major_subdivision := 2 var minor_subdivision := 4 var first : Vector2 var last : Vector2 func _ready() -> void: Global.main_viewport.connect("item_rect_changed", self, "update") # Code taken and modified from Godot's source code func _draw() -> void: var transform := Transform2D() var ruler_transform := Transform2D() var major_subdivide := Transform2D() var minor_subdivide := Transform2D() var zoom: float = 1 / Global.camera.zoom.x transform.y = Vector2(zoom, zoom) # This tracks the "true" top left corner of the drawing: transform.origin = Global.main_viewport.rect_size / 2 + Global.camera.offset.rotated(-Global.camera.rotation) * -zoom var proj_size := Global.current_project.size # Calculating the rotated corners of the image, use min to find the top one var a := Vector2.ZERO # Top left var b := Vector2(proj_size.x, 0).rotated(-Global.camera.rotation) # Top right var c := Vector2(0, proj_size.y).rotated(-Global.camera.rotation) # Bottom left var d := Vector2(proj_size.x, proj_size.y).rotated(-Global.camera.rotation) # Bottom right transform.origin.y += min(min(a.y, b.y), min(c.y, d.y)) * zoom var basic_rule := 100.0 var i := 0 while(basic_rule * zoom > 100): basic_rule /= 5.0 if i % 2 else 2.0 i += 1 i = 0 while(basic_rule * zoom < 100): basic_rule *= 2.0 if i % 2 else 5.0 i += 1 ruler_transform = ruler_transform.scaled(Vector2(basic_rule, basic_rule)) major_subdivide = major_subdivide.scaled(Vector2(1.0 / major_subdivision, 1.0 / major_subdivision)) minor_subdivide = minor_subdivide.scaled(Vector2(1.0 / minor_subdivision, 1.0 / minor_subdivision)) first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Vector2.ZERO) last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Global.main_viewport.rect_size) for j in range(ceil(first.y), ceil(last.y)): var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, j)) if j % (major_subdivision * minor_subdivision) == 0: draw_line(Vector2(0, position.y), Vector2(RULER_WIDTH, position.y), Color.white) var text_xform = Transform2D(-PI / 2, Vector2(font.get_height() - 4, position.y - 2)) draw_set_transform_matrix(get_transform() * text_xform) var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, j)).y draw_string(font, Vector2(), str(int(val))) draw_set_transform_matrix(get_transform()) else: if j % minor_subdivision == 0: draw_line(Vector2(RULER_WIDTH * 0.33, position.y), Vector2(RULER_WIDTH, position.y), Color.white) else: draw_line(Vector2(RULER_WIDTH * 0.66, position.y), Vector2(RULER_WIDTH, position.y), Color.white) func _on_VerticalRuler_pressed() -> void: if !Global.show_guides: return var guide := Guide.new() if abs(Global.camera.rotation_degrees) < 45 or abs(Global.camera.rotation_degrees) > 135: guide.type = guide.Types.VERTICAL guide.add_point(Vector2(Global.canvas.current_pixel.x, -19999)) guide.add_point(Vector2(Global.canvas.current_pixel.x, 19999)) else: guide.type = guide.Types.HORIZONTAL guide.add_point(Vector2(-19999, Global.canvas.current_pixel.y)) guide.add_point(Vector2(19999, Global.canvas.current_pixel.y)) Global.canvas.add_child(guide) Global.has_focus = false update()