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Pixelorama/src/UI/Canvas/Rulers/VerticalRuler.gd
mrtripie a9039cccd5
Canvas Rotation (#558)
* Implemented canvas rotation

Co-authored-by: MrTriPie <MrTriPie>
2021-11-13 20:43:37 +02:00

86 lines
3.4 KiB
GDScript

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()