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 previous_points := points var type = Types.HORIZONTAL func _ready() -> void: width = 0.1 default_color = Global.guide_color func _input(_event : InputEvent): width = Global.camera.zoom.x * 2 mouse_pos = get_local_mouse_position() 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 + Global.canvas.size): has_focus = true Global.has_focus = false update() if has_focus: if Input.is_action_just_pressed("left_mouse"): previous_points = points if Input.is_action_pressed("left_mouse"): if type == Types.HORIZONTAL: points[0].y = round(mouse_pos.y) points[1].y = round(mouse_pos.y) else: points[0].x = round(mouse_pos.x) points[1].x = round(mouse_pos.x) 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: 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(round(mouse_pos.y))) 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(round(mouse_pos.x))) func outside_canvas() -> bool: if type == Types.HORIZONTAL: if points[0].y < 0 || points[0].y > Global.canvas.size.y: queue_free() return true else: if points[0].x < 0 || points[0].x > Global.canvas.size.x: queue_free() return true return false func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool: return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y