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Pixelorama/src/UI/Canvas/CameraMovement.gd
Emmanouil Papadeas f509dfb9f6
Implement the Keychain Plugin (#700)
* 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
2022-05-16 15:07:51 +03:00

288 lines
9.2 KiB
GDScript

extends Camera2D
enum Cameras { MAIN, SECOND, SMALL }
const KEY_MOVE_ACTION_NAMES := ["camera_left", "camera_right", "camera_up", "camera_down"]
const CAMERA_SPEED_RATE := 15.0
var tween: Tween
var zoom_min := Vector2(0.005, 0.005)
var zoom_max := Vector2.ONE
var viewport_container: ViewportContainer
var transparent_checker: ColorRect
var mouse_pos := Vector2.ZERO
var drag := false
var index := 0
func _ready() -> void:
rotating = true
viewport_container = get_parent().get_parent()
transparent_checker = get_parent().get_node("TransparentChecker")
tween = Tween.new()
add_child(tween)
tween.connect("tween_step", self, "_on_tween_step")
update_transparent_checker_offset()
# signals regarding rotation stats
Global.rotation_level_button.connect("pressed", self, "_rotation_button_pressed")
Global.rotation_level_spinbox.connect("value_changed", self, "_rotation_value_changed")
Global.rotation_level_spinbox.get_child(0).connect(
"focus_exited", self, "_rotation_focus_exited"
)
# signals regarding zoom stats
Global.zoom_level_button.connect("pressed", self, "_zoom_button_pressed")
Global.zoom_level_spinbox.connect("value_changed", self, "_zoom_value_changed")
Global.zoom_level_spinbox.max_value = 100.0 / zoom_min.x
Global.zoom_level_spinbox.get_child(0).connect("focus_exited", self, "_zoom_focus_exited")
func _rotation_button_pressed() -> void:
Global.rotation_level_button.visible = false
Global.rotation_level_spinbox.visible = true
Global.rotation_level_spinbox.editable = true
Global.rotation_level_spinbox.value = str2var(
Global.rotation_level_button.text.replace("°", "")
)
# Since the actual LineEdit is the first child of SpinBox
Global.rotation_level_spinbox.get_child(0).grab_focus()
func _rotation_value_changed(value) -> void:
if index == Cameras.MAIN:
_set_camera_rotation_degrees(-value) # Negative makes going up rotate clockwise
func _rotation_focus_exited() -> void:
if Global.rotation_level_spinbox.value != rotation: # If user pressed enter while editing
if index == Cameras.MAIN:
# Negative makes going up rotate clockwise
_set_camera_rotation_degrees(-Global.rotation_level_spinbox.value)
Global.rotation_level_button.visible = true
Global.rotation_level_spinbox.visible = false
Global.rotation_level_spinbox.editable = false
func _zoom_button_pressed() -> void:
Global.zoom_level_button.visible = false
Global.zoom_level_spinbox.visible = true
Global.zoom_level_spinbox.editable = true
Global.zoom_level_spinbox.value = str2var(Global.zoom_level_button.text.replace("%", ""))
# Since the actual LineEdit is the first child of SpinBox
Global.zoom_level_spinbox.get_child(0).grab_focus()
func _zoom_value_changed(value) -> void:
if index == Cameras.MAIN:
zoom_camera_percent(value)
func _zoom_focus_exited() -> void:
if Global.zoom_level_spinbox.value != round(100 / zoom.x): # If user pressed enter while editing
if index == Cameras.MAIN:
zoom_camera_percent(Global.zoom_level_spinbox.value)
Global.zoom_level_button.visible = true
Global.zoom_level_spinbox.visible = false
Global.zoom_level_spinbox.editable = false
func update_transparent_checker_offset() -> void:
var o = get_global_transform_with_canvas().get_origin()
var s = get_global_transform_with_canvas().get_scale()
o.y = get_viewport_rect().size.y - o.y
transparent_checker.update_offset(o, s)
func _input(event: InputEvent) -> void:
if !Global.can_draw:
drag = false
return
mouse_pos = viewport_container.get_local_mouse_position()
var viewport_size := viewport_container.rect_size
if !Rect2(Vector2.ZERO, viewport_size).has_point(mouse_pos):
drag = false
return
var get_velocity := false
for action in KEY_MOVE_ACTION_NAMES:
if event.is_action(action):
get_velocity = true
if get_velocity:
var velocity := Input.get_vector("camera_left", "camera_right", "camera_up", "camera_down")
if velocity != Vector2.ZERO and !_has_selection_tool():
offset += velocity.rotated(rotation) * zoom * CAMERA_SPEED_RATE
_update_rulers()
if event.is_action_pressed("pan"):
drag = true
elif event.is_action_released("pan"):
drag = false
elif event.is_action_pressed("zoom_in"): # Wheel Up Event
zoom_camera(-1)
elif event.is_action_pressed("zoom_out"): # Wheel Down Event
zoom_camera(1)
elif event is InputEventMagnifyGesture: # Zoom Gesture on a Laptop touchpad
if event.factor < 1:
zoom_camera(1)
else:
zoom_camera(-1)
elif event is InputEventPanGesture and OS.get_name() != "Android":
# Pan Gesture on a Latop touchpad
offset = offset + event.delta.rotated(rotation) * zoom * 7 # for moving the canvas
elif event is InputEventMouseMotion && drag:
offset = offset - event.relative.rotated(rotation) * zoom
update_transparent_checker_offset()
_update_rulers()
save_values_to_project()
func _has_selection_tool() -> bool:
for slot in Tools._slots.values():
if slot.tool_node is SelectionTool:
return true
return false
# Rotate Camera
func _rotate_camera_around_point(degrees: float, point: Vector2) -> void:
offset = (offset - point).rotated(deg2rad(degrees)) + point
rotation_degrees = wrapf(rotation_degrees + degrees, -180, 180)
rotation_changed()
func _set_camera_rotation_degrees(degrees: float) -> void:
var difference := degrees - rotation_degrees
var canvas_center: Vector2 = Global.current_project.size / 2
offset = (offset - canvas_center).rotated(deg2rad(difference)) + canvas_center
rotation_degrees = wrapf(degrees, -180, 180)
rotation_changed()
func rotation_changed() -> void:
if index == Cameras.MAIN:
# Negative to make going up in value clockwise, and match the spinbox which does the same
Global.rotation_level_button.text = str(wrapi(round(-rotation_degrees), -180, 180)) + " °"
_update_rulers()
# Zoom Camera
func zoom_camera(dir: int) -> void:
var viewport_size := viewport_container.rect_size
if Global.smooth_zoom:
var zoom_margin = zoom * dir / 5
var new_zoom = zoom + zoom_margin
if new_zoom > zoom_min && new_zoom < zoom_max:
var new_offset = (
offset
+ (-0.5 * viewport_size + mouse_pos).rotated(rotation) * (zoom - new_zoom)
)
tween.interpolate_property(
self, "zoom", zoom, new_zoom, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN
)
tween.interpolate_property(
self, "offset", offset, new_offset, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN
)
tween.start()
else:
var prev_zoom := zoom
var zoom_margin = zoom * dir / 10
if zoom + zoom_margin > zoom_min:
zoom += zoom_margin
if zoom > zoom_max:
zoom = zoom_max
offset = offset + (-0.5 * viewport_size + mouse_pos).rotated(rotation) * (prev_zoom - zoom)
zoom_changed()
func zoom_camera_percent(value: float) -> void:
var percent: float = 100.0 / value
var new_zoom = Vector2(percent, percent)
if Global.smooth_zoom:
tween.interpolate_property(
self, "zoom", zoom, new_zoom, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN
)
tween.start()
else:
zoom = new_zoom
zoom_changed()
func zoom_changed() -> void:
update_transparent_checker_offset()
if index == Cameras.MAIN:
Global.zoom_level_button.text = str(round(100 / zoom.x)) + " %"
Global.canvas.pixel_grid.update()
_update_rulers()
for guide in Global.current_project.guides:
guide.width = zoom.x * 2
Global.canvas.selection.update_on_zoom(zoom.x)
elif index == Cameras.SMALL:
Global.preview_zoom_slider.value = -zoom.x
func _update_rulers() -> void:
Global.horizontal_ruler.update()
Global.vertical_ruler.update()
func _on_tween_step(_object: Object, _key: NodePath, _elapsed: float, _value: Object) -> void:
zoom_changed()
func zoom_100() -> void:
zoom = Vector2.ONE
offset = Global.current_project.size / 2
zoom_changed()
func fit_to_frame(size: Vector2) -> void:
offset = size / 2
# Adjust to the rotated size:
if rotation != 0.0:
# Calculating the rotated corners of the frame to find its rotated size
var a := Vector2.ZERO # Top left
var b := Vector2(size.x, 0).rotated(rotation) # Top right
var c := Vector2(0, size.y).rotated(rotation) # Bottom left
var d := Vector2(size.x, size.y).rotated(rotation) # Bottom right
# Find how far apart each opposite point is on each axis, and take the longer one
size.x = max(abs(a.x - d.x), abs(b.x - c.x))
size.y = max(abs(a.y - d.y), abs(b.y - c.y))
viewport_container = get_parent().get_parent()
var h_ratio := viewport_container.rect_size.x / size.x
var v_ratio := viewport_container.rect_size.y / size.y
var ratio := min(h_ratio, v_ratio)
if ratio == 0 or !viewport_container.visible:
ratio = 0.1 # Set it to a non-zero value just in case
# If the ratio is 0, it means that the viewport container is hidden
# in that case, use the other viewport to get the ratio
if index == Cameras.MAIN:
h_ratio = Global.second_viewport.rect_size.x / size.x
v_ratio = Global.second_viewport.rect_size.y / size.y
ratio = min(h_ratio, v_ratio)
elif index == Cameras.SECOND:
h_ratio = Global.main_viewport.rect_size.x / size.x
v_ratio = Global.main_viewport.rect_size.y / size.y
ratio = min(h_ratio, v_ratio)
ratio = clamp(ratio, 0.1, ratio)
zoom = Vector2(1 / ratio, 1 / ratio)
zoom_changed()
func save_values_to_project() -> void:
Global.current_project.cameras_rotation[index] = rotation
Global.current_project.cameras_zoom[index] = zoom
Global.current_project.cameras_offset[index] = offset
Global.current_project.cameras_zoom_max[index] = zoom_max