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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
71
src/Rulers/VerticalRuler.gd
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71
src/Rulers/VerticalRuler.gd
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extends Button
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const RULER_WIDTH := 16
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var font := preload("res://Assets/Fonts/Roboto-Small.tres")
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var major_subdivision := 2
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var minor_subdivision := 4
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var first : Vector2
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var last : Vector2
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func _ready() -> void:
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Global.main_viewport.connect("item_rect_changed", self, "update")
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# Code taken and modified from Godot's source code
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func _draw() -> void:
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var transform := Transform2D()
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var ruler_transform := Transform2D()
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var major_subdivide := Transform2D()
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var minor_subdivide := Transform2D()
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var zoom: float = 1 / Global.camera.zoom.x
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transform.y = Vector2(zoom, zoom)
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transform.origin = Global.main_viewport.rect_size / 2 + Global.camera.offset * -zoom
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var basic_rule := 100.0
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var i := 0
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while(basic_rule * zoom > 100):
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basic_rule /= 5.0 if i % 2 else 2.0
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i += 1
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i = 0
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while(basic_rule * zoom < 100):
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basic_rule *= 2.0 if i % 2 else 5.0
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i += 1
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ruler_transform = ruler_transform.scaled(Vector2(basic_rule, basic_rule))
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major_subdivide = major_subdivide.scaled(Vector2(1.0 / major_subdivision, 1.0 / major_subdivision))
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minor_subdivide = minor_subdivide.scaled(Vector2(1.0 / minor_subdivision, 1.0 / minor_subdivision))
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first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Vector2.ZERO)
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last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Global.main_viewport.rect_size)
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for i in range(ceil(first.y), ceil(last.y)):
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var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, i))
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if i % (major_subdivision * minor_subdivision) == 0:
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draw_line(Vector2(0, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
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var text_xform = Transform2D(-PI / 2, Vector2(font.get_height() - 4, position.y - 2))
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draw_set_transform_matrix(get_transform() * text_xform)
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var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, i)).y
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draw_string(font, Vector2(), str(int(val)))
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draw_set_transform_matrix(get_transform())
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else:
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if i % minor_subdivision == 0:
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draw_line(Vector2(RULER_WIDTH * 0.33, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
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else:
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draw_line(Vector2(RULER_WIDTH * 0.66, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
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func _on_VerticalRuler_pressed() -> void:
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if !Global.show_guides:
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return
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var guide := Guide.new()
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guide.type = guide.Types.VERTICAL
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guide.add_point(Vector2(Global.canvas.current_pixel.x, -99999))
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guide.add_point(Vector2(Global.canvas.current_pixel.x, 99999))
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Global.canvas.add_child(guide)
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Global.has_focus = false
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update()
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