Added marching ants effect on the selection borders

This commit is contained in:
Manolis Papadeas 2021-02-08 01:56:49 +02:00
parent 190234ff39
commit 2a086e3ea0
2 changed files with 94 additions and 1 deletions

View file

@ -1,6 +1,8 @@
extends Polygon2D
var line_offset := Vector2.ZERO setget _offset_changed
var tween : Tween
var _selected_rect := Rect2(0, 0, 0, 0)
var _clipped_rect := Rect2(0, 0, 0, 0)
var _move_image := Image.new()
@ -12,15 +14,106 @@ var _undo_data := {}
func _ready() -> void:
tween = Tween.new()
tween.connect("tween_completed", self, "_offset_tween_completed")
add_child(tween)
tween.interpolate_property(self, "line_offset", Vector2.ZERO, Vector2(2, 2), 1)
tween.start()
_clear_image.create(1, 1, false, Image.FORMAT_RGBA8)
_clear_image.fill(Color(0, 0, 0, 0))
# set_rect(Rect2(16, 20, 4, 4))
func _offset_tween_completed(_object, _key) -> void:
self.line_offset = Vector2.ZERO
tween.interpolate_property(self, "line_offset", Vector2.ZERO, Vector2(2, 2), 1)
tween.start()
func _offset_changed(value : Vector2) -> void:
line_offset = value
update()
func _draw() -> void:
var points : PoolVector2Array = polygon
for i in range(1, points.size() + 1):
var point0 = points[i - 1]
var point1
if i >= points.size():
point1 = points[0]
else:
point1 = points[i]
var start_x = min(point0.x, point1.x)
var start_y = min(point0.y, point1.y)
var end_x = max(point0.x, point1.x)
var end_y = max(point0.y, point1.y)
var start := Vector2(start_x, start_y)
var end := Vector2(end_x, end_y)
draw_dashed_line(start, end, Color.white, Color.black, 1.0, 1.0, false)
if _move_pixel:
draw_texture(_move_texture, _clipped_rect.position, Color(1, 1, 1, 0.5))
# Taken and modified from https://github.com/juddrgledhill/godot-dashed-line
func draw_dashed_line(from : Vector2, to : Vector2, color : Color, color2 : Color, width := 1.0, dash_length := 1.0, cap_end := false, antialiased := false) -> void:
var length = (to - from).length()
var normal = (to - from).normalized()
var dash_step = normal * dash_length
var horizontal : bool = from.y == to.y
var _offset : Vector2
if horizontal:
_offset = Vector2(line_offset.x, 0)
else:
_offset = Vector2(0, line_offset.y)
if length < dash_length: # not long enough to dash
draw_line(from, to, color, width, antialiased)
return
else:
var draw_flag = true
var segment_start = from
var steps = length/dash_length
for _start_length in range(0, steps + 1):
var segment_end = segment_start + dash_step
var start = segment_start + _offset
start.x = min(start.x, to.x)
start.y = min(start.y, to.y)
var end = segment_end + _offset
end.x = min(end.x, to.x)
end.y = min(end.y, to.y)
if draw_flag:
draw_line(start, end, color, width, antialiased)
else:
draw_line(start, end, color2, width, antialiased)
if _offset.length() < 1:
draw_line(from, from + _offset, color2, width, antialiased)
else:
var from_offseted : Vector2 = from + _offset
var halfway_point : Vector2 = from_offseted
if horizontal:
halfway_point += Vector2.LEFT
else:
halfway_point += Vector2.UP
from_offseted.x = min(from_offseted.x, to.x)
from_offseted.y = min(from_offseted.y, to.y)
draw_line(halfway_point, from_offseted, color2, width, antialiased)
draw_line(from, halfway_point, color, width, antialiased)
segment_start = segment_end
draw_flag = !draw_flag
if cap_end:
draw_line(segment_start, to, color, width, antialiased)
func has_point(position : Vector2) -> bool:
return _selected_rect.has_point(position)

View file

@ -351,7 +351,7 @@ script = ExtResource( 7 )
[node name="SelectionRectangle" type="Polygon2D" parent="CanvasAndTimeline/ViewportAndRulers/HSplitContainer/ViewportandVerticalRuler/ViewportContainer/Viewport"]
visible = false
z_index = 1
color = Color( 0.0823529, 0.694118, 0.623529, 0.592157 )
color = Color( 1, 1, 1, 0 )
invert_enable = true
invert_border = 0.5
polygon = PoolVector2Array( 0, 0, 0, 0, 0, 0, 0, 0 )