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Merged "Scripts" and "Prefabs" folders into "src"
Made a new "src" folder that will contain the source code files, like all the GDScript and scene files. Please read this for more details: https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/ It made no sense to keep scenes separate from their scripts. More file organizing will follow soon.
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63 changed files with 135 additions and 113 deletions
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class_name Guide
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extends Line2D
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enum Types {HORIZONTAL, VERTICAL}
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var font := preload("res://Assets/Fonts/Roboto-Regular.tres")
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var has_focus := true
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var mouse_pos := Vector2.ZERO
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var previous_points := points
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var type = Types.HORIZONTAL
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func _ready() -> void:
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width = 0.1
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default_color = Global.guide_color
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func _input(_event : InputEvent):
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width = Global.camera.zoom.x * 2
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mouse_pos = get_local_mouse_position()
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var point0 := points[0]
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var point1 := points[1]
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if type == Types.HORIZONTAL:
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point0.y -= width * 3
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point1.y += width * 3
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else:
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point0.x -= width * 3
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point1.x += width * 3
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if Global.can_draw and Global.has_focus and point_in_rectangle(mouse_pos, point0, point1) and Input.is_action_just_pressed("left_mouse"):
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if !point_in_rectangle(Global.canvas.current_pixel, Global.canvas.location, Global.canvas.location + Global.canvas.size):
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has_focus = true
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Global.has_focus = false
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update()
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if has_focus:
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if Input.is_action_just_pressed("left_mouse"):
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previous_points = points
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if Input.is_action_pressed("left_mouse"):
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if type == Types.HORIZONTAL:
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points[0].y = round(mouse_pos.y)
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points[1].y = round(mouse_pos.y)
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else:
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points[0].x = round(mouse_pos.x)
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points[1].x = round(mouse_pos.x)
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if Input.is_action_just_released("left_mouse"):
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Global.has_focus = true
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has_focus = false
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if !outside_canvas():
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update()
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func _draw() -> void:
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if has_focus:
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var viewport_size: Vector2 = Global.main_viewport.rect_size
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var zoom: Vector2 = Global.camera.zoom
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if type == Types.HORIZONTAL:
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draw_set_transform(Vector2(Global.camera.offset.x - (viewport_size.x / 2) * zoom.x, points[0].y + font.get_height() * zoom.x * 2), rotation, zoom * 2)
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draw_string(font, Vector2.ZERO, "%spx" % str(round(mouse_pos.y)))
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else:
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draw_set_transform(Vector2(points[0].x + font.get_height() * zoom.y, Global.camera.offset.y - (viewport_size.y / 2.25) * zoom.y), rotation, zoom * 2)
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draw_string(font, Vector2.ZERO, "%spx" % str(round(mouse_pos.x)))
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func outside_canvas() -> bool:
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if type == Types.HORIZONTAL:
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if points[0].y < 0 || points[0].y > Global.canvas.size.y:
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queue_free()
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return true
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else:
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if points[0].x < 0 || points[0].x > Global.canvas.size.x:
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queue_free()
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return true
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return false
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func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
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return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
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