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* Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
288 lines
9.2 KiB
GDScript
288 lines
9.2 KiB
GDScript
extends Camera2D
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enum Cameras { MAIN, SECOND, SMALL }
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const KEY_MOVE_ACTION_NAMES := ["camera_left", "camera_right", "camera_up", "camera_down"]
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const CAMERA_SPEED_RATE := 15.0
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var tween: Tween
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var zoom_min := Vector2(0.005, 0.005)
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var zoom_max := Vector2.ONE
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var viewport_container: ViewportContainer
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var transparent_checker: ColorRect
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var mouse_pos := Vector2.ZERO
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var drag := false
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var index := 0
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func _ready() -> void:
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rotating = true
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viewport_container = get_parent().get_parent()
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transparent_checker = get_parent().get_node("TransparentChecker")
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tween = Tween.new()
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add_child(tween)
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tween.connect("tween_step", self, "_on_tween_step")
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update_transparent_checker_offset()
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# signals regarding rotation stats
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Global.rotation_level_button.connect("pressed", self, "_rotation_button_pressed")
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Global.rotation_level_spinbox.connect("value_changed", self, "_rotation_value_changed")
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Global.rotation_level_spinbox.get_child(0).connect(
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"focus_exited", self, "_rotation_focus_exited"
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)
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# signals regarding zoom stats
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Global.zoom_level_button.connect("pressed", self, "_zoom_button_pressed")
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Global.zoom_level_spinbox.connect("value_changed", self, "_zoom_value_changed")
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Global.zoom_level_spinbox.max_value = 100.0 / zoom_min.x
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Global.zoom_level_spinbox.get_child(0).connect("focus_exited", self, "_zoom_focus_exited")
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func _rotation_button_pressed() -> void:
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Global.rotation_level_button.visible = false
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Global.rotation_level_spinbox.visible = true
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Global.rotation_level_spinbox.editable = true
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Global.rotation_level_spinbox.value = str2var(
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Global.rotation_level_button.text.replace("°", "")
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)
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# Since the actual LineEdit is the first child of SpinBox
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Global.rotation_level_spinbox.get_child(0).grab_focus()
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func _rotation_value_changed(value) -> void:
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if index == Cameras.MAIN:
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_set_camera_rotation_degrees(-value) # Negative makes going up rotate clockwise
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func _rotation_focus_exited() -> void:
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if Global.rotation_level_spinbox.value != rotation: # If user pressed enter while editing
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if index == Cameras.MAIN:
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# Negative makes going up rotate clockwise
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_set_camera_rotation_degrees(-Global.rotation_level_spinbox.value)
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Global.rotation_level_button.visible = true
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Global.rotation_level_spinbox.visible = false
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Global.rotation_level_spinbox.editable = false
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func _zoom_button_pressed() -> void:
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Global.zoom_level_button.visible = false
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Global.zoom_level_spinbox.visible = true
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Global.zoom_level_spinbox.editable = true
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Global.zoom_level_spinbox.value = str2var(Global.zoom_level_button.text.replace("%", ""))
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# Since the actual LineEdit is the first child of SpinBox
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Global.zoom_level_spinbox.get_child(0).grab_focus()
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func _zoom_value_changed(value) -> void:
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if index == Cameras.MAIN:
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zoom_camera_percent(value)
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func _zoom_focus_exited() -> void:
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if Global.zoom_level_spinbox.value != round(100 / zoom.x): # If user pressed enter while editing
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if index == Cameras.MAIN:
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zoom_camera_percent(Global.zoom_level_spinbox.value)
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Global.zoom_level_button.visible = true
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Global.zoom_level_spinbox.visible = false
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Global.zoom_level_spinbox.editable = false
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func update_transparent_checker_offset() -> void:
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var o = get_global_transform_with_canvas().get_origin()
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var s = get_global_transform_with_canvas().get_scale()
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o.y = get_viewport_rect().size.y - o.y
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transparent_checker.update_offset(o, s)
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func _input(event: InputEvent) -> void:
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if !Global.can_draw:
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drag = false
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return
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mouse_pos = viewport_container.get_local_mouse_position()
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var viewport_size := viewport_container.rect_size
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if !Rect2(Vector2.ZERO, viewport_size).has_point(mouse_pos):
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drag = false
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return
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var get_velocity := false
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for action in KEY_MOVE_ACTION_NAMES:
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if event.is_action(action):
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get_velocity = true
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if get_velocity:
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var velocity := Input.get_vector("camera_left", "camera_right", "camera_up", "camera_down")
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if velocity != Vector2.ZERO and !_has_selection_tool():
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offset += velocity.rotated(rotation) * zoom * CAMERA_SPEED_RATE
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_update_rulers()
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if event.is_action_pressed("pan"):
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drag = true
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elif event.is_action_released("pan"):
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drag = false
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elif event.is_action_pressed("zoom_in"): # Wheel Up Event
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zoom_camera(-1)
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elif event.is_action_pressed("zoom_out"): # Wheel Down Event
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zoom_camera(1)
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elif event is InputEventMagnifyGesture: # Zoom Gesture on a Laptop touchpad
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if event.factor < 1:
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zoom_camera(1)
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else:
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zoom_camera(-1)
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elif event is InputEventPanGesture and OS.get_name() != "Android":
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# Pan Gesture on a Latop touchpad
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offset = offset + event.delta.rotated(rotation) * zoom * 7 # for moving the canvas
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elif event is InputEventMouseMotion && drag:
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offset = offset - event.relative.rotated(rotation) * zoom
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update_transparent_checker_offset()
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_update_rulers()
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save_values_to_project()
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func _has_selection_tool() -> bool:
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for slot in Tools._slots.values():
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if slot.tool_node is SelectionTool:
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return true
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return false
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# Rotate Camera
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func _rotate_camera_around_point(degrees: float, point: Vector2) -> void:
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offset = (offset - point).rotated(deg2rad(degrees)) + point
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rotation_degrees = wrapf(rotation_degrees + degrees, -180, 180)
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rotation_changed()
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func _set_camera_rotation_degrees(degrees: float) -> void:
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var difference := degrees - rotation_degrees
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var canvas_center: Vector2 = Global.current_project.size / 2
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offset = (offset - canvas_center).rotated(deg2rad(difference)) + canvas_center
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rotation_degrees = wrapf(degrees, -180, 180)
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rotation_changed()
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func rotation_changed() -> void:
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if index == Cameras.MAIN:
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# Negative to make going up in value clockwise, and match the spinbox which does the same
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Global.rotation_level_button.text = str(wrapi(round(-rotation_degrees), -180, 180)) + " °"
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_update_rulers()
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# Zoom Camera
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func zoom_camera(dir: int) -> void:
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var viewport_size := viewport_container.rect_size
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if Global.smooth_zoom:
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var zoom_margin = zoom * dir / 5
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var new_zoom = zoom + zoom_margin
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if new_zoom > zoom_min && new_zoom < zoom_max:
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var new_offset = (
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offset
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+ (-0.5 * viewport_size + mouse_pos).rotated(rotation) * (zoom - new_zoom)
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)
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tween.interpolate_property(
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self, "zoom", zoom, new_zoom, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN
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)
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tween.interpolate_property(
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self, "offset", offset, new_offset, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN
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)
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tween.start()
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else:
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var prev_zoom := zoom
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var zoom_margin = zoom * dir / 10
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if zoom + zoom_margin > zoom_min:
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zoom += zoom_margin
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if zoom > zoom_max:
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zoom = zoom_max
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offset = offset + (-0.5 * viewport_size + mouse_pos).rotated(rotation) * (prev_zoom - zoom)
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zoom_changed()
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func zoom_camera_percent(value: float) -> void:
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var percent: float = 100.0 / value
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var new_zoom = Vector2(percent, percent)
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if Global.smooth_zoom:
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tween.interpolate_property(
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self, "zoom", zoom, new_zoom, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN
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)
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tween.start()
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else:
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zoom = new_zoom
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zoom_changed()
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func zoom_changed() -> void:
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update_transparent_checker_offset()
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if index == Cameras.MAIN:
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Global.zoom_level_button.text = str(round(100 / zoom.x)) + " %"
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Global.canvas.pixel_grid.update()
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_update_rulers()
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for guide in Global.current_project.guides:
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guide.width = zoom.x * 2
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Global.canvas.selection.update_on_zoom(zoom.x)
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elif index == Cameras.SMALL:
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Global.preview_zoom_slider.value = -zoom.x
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func _update_rulers() -> void:
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Global.horizontal_ruler.update()
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Global.vertical_ruler.update()
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func _on_tween_step(_object: Object, _key: NodePath, _elapsed: float, _value: Object) -> void:
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zoom_changed()
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func zoom_100() -> void:
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zoom = Vector2.ONE
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offset = Global.current_project.size / 2
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zoom_changed()
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func fit_to_frame(size: Vector2) -> void:
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offset = size / 2
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# Adjust to the rotated size:
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if rotation != 0.0:
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# Calculating the rotated corners of the frame to find its rotated size
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var a := Vector2.ZERO # Top left
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var b := Vector2(size.x, 0).rotated(rotation) # Top right
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var c := Vector2(0, size.y).rotated(rotation) # Bottom left
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var d := Vector2(size.x, size.y).rotated(rotation) # Bottom right
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# Find how far apart each opposite point is on each axis, and take the longer one
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size.x = max(abs(a.x - d.x), abs(b.x - c.x))
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size.y = max(abs(a.y - d.y), abs(b.y - c.y))
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viewport_container = get_parent().get_parent()
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var h_ratio := viewport_container.rect_size.x / size.x
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var v_ratio := viewport_container.rect_size.y / size.y
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var ratio := min(h_ratio, v_ratio)
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if ratio == 0 or !viewport_container.visible:
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ratio = 0.1 # Set it to a non-zero value just in case
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# If the ratio is 0, it means that the viewport container is hidden
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# in that case, use the other viewport to get the ratio
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if index == Cameras.MAIN:
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h_ratio = Global.second_viewport.rect_size.x / size.x
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v_ratio = Global.second_viewport.rect_size.y / size.y
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ratio = min(h_ratio, v_ratio)
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elif index == Cameras.SECOND:
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h_ratio = Global.main_viewport.rect_size.x / size.x
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v_ratio = Global.main_viewport.rect_size.y / size.y
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ratio = min(h_ratio, v_ratio)
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ratio = clamp(ratio, 0.1, ratio)
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zoom = Vector2(1 / ratio, 1 / ratio)
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zoom_changed()
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func save_values_to_project() -> void:
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Global.current_project.cameras_rotation[index] = rotation
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Global.current_project.cameras_zoom[index] = zoom
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Global.current_project.cameras_offset[index] = offset
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Global.current_project.cameras_zoom_max[index] = zoom_max
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