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 default_color = Global.guide_color project.guides.append(self) if _outside_canvas(): modulate.a = 0.5 func _input(_event: InputEvent) -> void: if !visible: return var tmp_transform := get_canvas_transform().affine_inverse() var tmp_position: Vector2 = 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 var rect := Rect2() rect.position = point0 rect.end = point1 if ( Input.is_action_just_pressed("left_mouse") and Global.can_draw and Global.has_focus and rect.has_point(mouse_pos) ): if ( !Rect2(Vector2.ZERO, project.size).has_point(Global.canvas.current_pixel) or Global.move_guides_on_canvas ): has_focus = true Global.has_focus = false update() 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 modulate.a = 0.5 if _outside_canvas() else 1.0 elif 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: return 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 var font_string_size := font.get_string_size(string) var font_height := font.get_height() # 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_height), string, color) else: draw_string(font, Vector2(-font_string_size.x - x_offset, font_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_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_string_size.x - x_offset, font_height), string, color) else: draw_string(font, Vector2(-font_string_size.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_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