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Pixelorama/Scripts/VerticalRuler.gd
OverloadedOrama 7318db30ab Major UI changes - including new icons!
- New UI icons for the tools, layer and frame buttons.
- Removed clone, remove and move frame buttons. You can now right click on a frame button to do these actions instead.
- Added first, previous, next and last frame buttons to the timeline.
- Added rulers for the main canvas viewport.
- Window size bumped to 1152x648.
- Default FPS is now 6 instead of 1.
- Fill tool renamed to Bucket.
- Mouse default cursor shape for the canvas is the arrow instead of cross.
- Mouse default cursor shape for the mirror and onion skinning buttons is the pointing hand.
2019-11-19 23:23:43 +02:00

54 lines
2 KiB
GDScript

extends Panel
const RULER_WIDTH := 16
var font := preload("res://Assets/Fonts/Roboto-Small.tres")
var major_subdivision := 2
var minor_subdivision := 5
var first : Vector2
var last : Vector2
# warning-ignore:unused_argument
func _process(delta) -> void:
update()
func _draw() -> void:
var transform := Transform2D()
var ruler_transform := Transform2D()
var major_subdivide := Transform2D()
var minor_subdivide := Transform2D()
var zoom := 1 / Global.camera.zoom.x
transform.y = Vector2(zoom, zoom)
transform.origin = Global.main_viewport.rect_size / 2 + (Global.camera.offset) * -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 i in range(ceil(first.y), last.y):
var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, i))
if i % (major_subdivision * minor_subdivision) == 0:
draw_line(Vector2(0, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0)).x
draw_string(font, Vector2(0, position.y), str(int(val)))
else:
if i % 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)