mirror of
https://github.com/Orama-Interactive/Pixelorama.git
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* Update 3DShapeEdit.tscn Change the menu button to flat to indicate that it is a button that you can press and not a label * Changed Signal names to make sense Note: I did not change functions in the ExtensionsAPI Changed signals in Global.gd (and everywhere else they are referenced) from *_changed to *_switched * Bonus Signal Added a signal in Global.gd that gets emitted just before the project is changed. Added project_changed to Global.gd which also emits what project was changed by an action (not switched). * Formatting
109 lines
4 KiB
GDScript
109 lines
4 KiB
GDScript
extends Node2D
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func _ready() -> void:
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Global.project_switched.connect(queue_redraw)
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func _draw() -> void:
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if not Global.draw_grid:
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return
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var target_rect: Rect2i
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if Global.grid_draw_over_tile_mode:
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target_rect = Global.current_project.tiles.get_bounding_rect()
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else:
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target_rect = Rect2i(Vector2.ZERO, Global.current_project.size)
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if not target_rect.has_area():
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return
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var grid_type := Global.grid_type
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if grid_type == Global.GridTypes.CARTESIAN || grid_type == Global.GridTypes.ALL:
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_draw_cartesian_grid(target_rect)
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if grid_type == Global.GridTypes.ISOMETRIC || grid_type == Global.GridTypes.ALL:
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_draw_isometric_grid(target_rect)
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func _draw_cartesian_grid(target_rect: Rect2i) -> void:
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var grid_multiline_points := PackedVector2Array()
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var x: float = (
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target_rect.position.x
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+ fposmod(Global.grid_offset.x - target_rect.position.x, Global.grid_size.x)
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)
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while x <= target_rect.end.x:
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grid_multiline_points.push_back(Vector2(x, target_rect.position.y))
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grid_multiline_points.push_back(Vector2(x, target_rect.end.y))
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x += Global.grid_size.x
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var y: float = (
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target_rect.position.y
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+ fposmod(Global.grid_offset.y - target_rect.position.y, Global.grid_size.y)
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)
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while y <= target_rect.end.y:
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grid_multiline_points.push_back(Vector2(target_rect.position.x, y))
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grid_multiline_points.push_back(Vector2(target_rect.end.x, y))
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y += Global.grid_size.y
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if not grid_multiline_points.is_empty():
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draw_multiline(grid_multiline_points, Global.grid_color)
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func _draw_isometric_grid(target_rect: Rect2i) -> void:
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var grid_multiline_points := PackedVector2Array()
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var cell_size := Global.isometric_grid_size
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var max_cell_count := target_rect.size / cell_size
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var origin_offset := Vector2(Global.grid_offset - target_rect.position).posmodv(cell_size)
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# lines ↗↗↗ (from bottom-left to top-right)
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var per_cell_offset := cell_size * Vector2i(1, -1)
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# lines ↗↗↗ starting from the rect's left side (top to bottom):
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var y: float = fposmod(
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origin_offset.y + cell_size.y * (0.5 + origin_offset.x / cell_size.x), cell_size.y
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)
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while y < target_rect.size.y:
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var start: Vector2 = target_rect.position + Vector2i(0, y)
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var cells_to_rect_bounds := minf(max_cell_count.x, y / cell_size.y)
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var end := start + cells_to_rect_bounds * per_cell_offset
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grid_multiline_points.push_back(start)
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grid_multiline_points.push_back(end)
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y += cell_size.y
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# lines ↗↗↗ starting from the rect's bottom side (left to right):
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var x: float = (y - target_rect.size.y) / cell_size.y * cell_size.x
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while x < target_rect.size.x:
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var start: Vector2 = target_rect.position + Vector2i(x, target_rect.size.y)
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var cells_to_rect_bounds := minf(max_cell_count.y, max_cell_count.x - x / cell_size.x)
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var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
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grid_multiline_points.push_back(start)
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grid_multiline_points.push_back(end)
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x += cell_size.x
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# lines ↘↘↘ (from top-left to bottom-right)
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per_cell_offset = cell_size
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# lines ↘↘↘ starting from the rect's left side (top to bottom):
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y = fposmod(origin_offset.y - cell_size.y * (0.5 + origin_offset.x / cell_size.x), cell_size.y)
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while y < target_rect.size.y:
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var start: Vector2 = target_rect.position + Vector2i(0, y)
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var cells_to_rect_bounds := minf(max_cell_count.x, max_cell_count.y - y / cell_size.y)
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var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
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grid_multiline_points.push_back(start)
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grid_multiline_points.push_back(end)
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y += cell_size.y
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# lines ↘↘↘ starting from the rect's top side (left to right):
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x = fposmod(origin_offset.x - cell_size.x * (0.5 + origin_offset.y / cell_size.y), cell_size.x)
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while x < target_rect.size.x:
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var start: Vector2 = target_rect.position + Vector2i(x, 0)
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var cells_to_rect_bounds := minf(max_cell_count.y, max_cell_count.x - x / cell_size.x)
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var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
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grid_multiline_points.push_back(start)
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grid_multiline_points.push_back(end)
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x += cell_size.x
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if not grid_multiline_points.is_empty():
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draw_multiline(grid_multiline_points, Global.grid_color)
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