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Pixelorama/src/Tools/Move.gd
Variable d532aee550
Added Measurements to move tool (and other fixes) (#932)
* fixed mouse guide, added measurements

* typo

* code improvements

* change width

* fixed accidental uneven indentation

* minor fixes

* formatting

* formatting

* fixed ui of canvas preview container

* centered labels of tool names

* changed text overrun behaviour of Mode to Ellipsis

* use grid container

* Revert "use grid container"

This reverts commit 8ac9ac2aae.

* Revert "changed text overrun behaviour of Mode to Ellipsis"

This reverts commit eec1482e5f.

* Revert "centered labels of tool names"

This reverts commit 9720e37ef8.

* Revert "fixed ui of canvas preview container"

This reverts commit 9809fa3336.
2023-11-21 16:54:03 +02:00

133 lines
4.7 KiB
GDScript

extends BaseTool
var _start_pos: Vector2i
var _offset: Vector2i
## Used to check if the state of content transformation has been changed
## while draw_move() is being called. For example, pressing Enter while still moving content
var _content_transformation_check := false
var _snap_to_grid := false ## Mouse Click + Ctrl
@onready var selection_node: Node2D = Global.canvas.selection
func _input(event: InputEvent) -> void:
if _start_pos == Vector2i(Vector2.INF):
return
if event.is_action_pressed("transform_snap_grid"):
_snap_to_grid = true
_offset = _offset.snapped(Global.grid_size)
if Global.current_project.has_selection and selection_node.is_moving_content:
var prev_pos: Vector2 = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = prev_pos.snapped(Global.grid_size)
# The first time transform_snap_grid is enabled then _snap_position() is not called
# and the selection had wrong offset, so do selection offsetting here
var grid_offset := Global.grid_offset
grid_offset = Vector2(
fmod(grid_offset.x, Global.grid_size.x), fmod(grid_offset.y, Global.grid_size.y)
)
selection_node.big_bounding_rectangle.position += grid_offset
selection_node.marching_ants_outline.offset += (
selection_node.big_bounding_rectangle.position - prev_pos
)
elif event.is_action_released("transform_snap_grid"):
_snap_to_grid = false
func draw_start(pos: Vector2i) -> void:
super.draw_start(pos)
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
_start_pos = pos
_offset = pos
if Global.current_project.has_selection:
selection_node.transform_content_start()
_content_transformation_check = selection_node.is_moving_content
Global.canvas.sprite_changed_this_frame = true
Global.canvas.measurements.update_measurement(Global.MeasurementMode.MOVE)
func draw_move(pos: Vector2i) -> void:
super.draw_move(pos)
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
# This is true if content transformation has been confirmed (pressed Enter for example)
# while the content is being moved
if _content_transformation_check != selection_node.is_moving_content:
return
pos = _snap_position(pos)
if Global.current_project.has_selection:
selection_node.move_content(pos - _offset)
else:
Global.canvas.move_preview_location = pos - _start_pos
_offset = pos
Global.canvas.sprite_changed_this_frame = true
Global.canvas.measurements.update_measurement(Global.MeasurementMode.MOVE)
func draw_end(pos: Vector2i) -> void:
super.draw_end(pos)
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
if (
_start_pos != Vector2i(Vector2.INF)
and _content_transformation_check == selection_node.is_moving_content
):
pos = _snap_position(pos)
var project := Global.current_project
if project.has_selection:
selection_node.move_borders_end()
else:
var pixel_diff := pos - _start_pos
Global.canvas.move_preview_location = Vector2i.ZERO
_commit_undo("Draw", pixel_diff)
_start_pos = Vector2.INF
_snap_to_grid = false
Global.canvas.sprite_changed_this_frame = true
Global.canvas.measurements.update_measurement(Global.MeasurementMode.NONE)
func _snap_position(pos: Vector2) -> Vector2:
if Input.is_action_pressed("transform_snap_axis"):
var angle := pos.angle_to_point(_start_pos)
if absf(angle) <= PI / 4 or absf(angle) >= 3 * PI / 4:
pos.y = _start_pos.y
else:
pos.x = _start_pos.x
if _snap_to_grid: # Snap to grid
pos = pos.snapped(Global.grid_size)
# The part below only corrects the offset for situations when there is no selection
# Offsets when there is selection is controlled in _input() function
if !Global.current_project.has_selection:
var move_offset := Vector2.ZERO
move_offset.x = (
_start_pos.x - (_start_pos.x / Global.grid_size.x) * Global.grid_size.x
)
move_offset.y = (
_start_pos.y - (_start_pos.y / Global.grid_size.y) * Global.grid_size.y
)
pos += move_offset
return pos
func _commit_undo(action: String, diff: Vector2i) -> void:
var project := Global.current_project
var frame := -1
var layer := -1
if Global.animation_timer.is_stopped() and project.selected_cels.size() == 1:
frame = project.current_frame
layer = project.current_layer
var images := _get_selected_draw_images()
project.undos += 1
project.undo_redo.create_action(action)
project.undo_redo.add_do_method(Global.undo_redo_move.bind(diff, images))
project.undo_redo.add_do_method(Global.undo_or_redo.bind(false, frame, layer))
project.undo_redo.add_undo_method(Global.undo_redo_move.bind(-diff, images))
project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true, frame, layer))
project.undo_redo.commit_action()