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Pixelorama/src/UI/Canvas/Grid.gd
TheLsbt f373dae714
Better signal representation (#971)
* 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
2024-01-09 00:22:56 +02:00

109 lines
4 KiB
GDScript

extends Node2D
func _ready() -> void:
Global.project_switched.connect(queue_redraw)
func _draw() -> void:
if not Global.draw_grid:
return
var target_rect: Rect2i
if Global.grid_draw_over_tile_mode:
target_rect = Global.current_project.tiles.get_bounding_rect()
else:
target_rect = Rect2i(Vector2.ZERO, Global.current_project.size)
if not target_rect.has_area():
return
var grid_type := Global.grid_type
if grid_type == Global.GridTypes.CARTESIAN || grid_type == Global.GridTypes.ALL:
_draw_cartesian_grid(target_rect)
if grid_type == Global.GridTypes.ISOMETRIC || grid_type == Global.GridTypes.ALL:
_draw_isometric_grid(target_rect)
func _draw_cartesian_grid(target_rect: Rect2i) -> void:
var grid_multiline_points := PackedVector2Array()
var x: float = (
target_rect.position.x
+ fposmod(Global.grid_offset.x - target_rect.position.x, Global.grid_size.x)
)
while x <= target_rect.end.x:
grid_multiline_points.push_back(Vector2(x, target_rect.position.y))
grid_multiline_points.push_back(Vector2(x, target_rect.end.y))
x += Global.grid_size.x
var y: float = (
target_rect.position.y
+ fposmod(Global.grid_offset.y - target_rect.position.y, Global.grid_size.y)
)
while y <= target_rect.end.y:
grid_multiline_points.push_back(Vector2(target_rect.position.x, y))
grid_multiline_points.push_back(Vector2(target_rect.end.x, y))
y += Global.grid_size.y
if not grid_multiline_points.is_empty():
draw_multiline(grid_multiline_points, Global.grid_color)
func _draw_isometric_grid(target_rect: Rect2i) -> void:
var grid_multiline_points := PackedVector2Array()
var cell_size := Global.isometric_grid_size
var max_cell_count := target_rect.size / cell_size
var origin_offset := Vector2(Global.grid_offset - target_rect.position).posmodv(cell_size)
# lines ↗↗↗ (from bottom-left to top-right)
var per_cell_offset := cell_size * Vector2i(1, -1)
# lines ↗↗↗ starting from the rect's left side (top to bottom):
var y: float = fposmod(
origin_offset.y + cell_size.y * (0.5 + origin_offset.x / cell_size.x), cell_size.y
)
while y < target_rect.size.y:
var start: Vector2 = target_rect.position + Vector2i(0, y)
var cells_to_rect_bounds := minf(max_cell_count.x, y / cell_size.y)
var end := start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
y += cell_size.y
# lines ↗↗↗ starting from the rect's bottom side (left to right):
var x: float = (y - target_rect.size.y) / cell_size.y * cell_size.x
while x < target_rect.size.x:
var start: Vector2 = target_rect.position + Vector2i(x, target_rect.size.y)
var cells_to_rect_bounds := minf(max_cell_count.y, max_cell_count.x - x / cell_size.x)
var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
x += cell_size.x
# lines ↘↘↘ (from top-left to bottom-right)
per_cell_offset = cell_size
# lines ↘↘↘ starting from the rect's left side (top to bottom):
y = fposmod(origin_offset.y - cell_size.y * (0.5 + origin_offset.x / cell_size.x), cell_size.y)
while y < target_rect.size.y:
var start: Vector2 = target_rect.position + Vector2i(0, y)
var cells_to_rect_bounds := minf(max_cell_count.x, max_cell_count.y - y / cell_size.y)
var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
y += cell_size.y
# lines ↘↘↘ starting from the rect's top side (left to right):
x = fposmod(origin_offset.x - cell_size.x * (0.5 + origin_offset.y / cell_size.y), cell_size.x)
while x < target_rect.size.x:
var start: Vector2 = target_rect.position + Vector2i(x, 0)
var cells_to_rect_bounds := minf(max_cell_count.y, max_cell_count.x - x / cell_size.x)
var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
x += cell_size.x
if not grid_multiline_points.is_empty():
draw_multiline(grid_multiline_points, Global.grid_color)