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https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 22:34:43 -04:00
Created a "UI" folder in src
And a Timeline folder in UI
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parent
8d5a673543
commit
c35e4b0613
51 changed files with 1444 additions and 1443 deletions
76
src/UI/Rulers/Guides.gd
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76
src/UI/Rulers/Guides.gd
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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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79
src/UI/Rulers/HorizontalRuler.gd
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79
src/UI/Rulers/HorizontalRuler.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.x = 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.x), ceil(last.x)):
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var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0))
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if i % (major_subdivision * minor_subdivision) == 0:
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draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
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var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0)).x
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draw_string(font, Vector2(position.x + RULER_WIDTH + 2, font.get_height() - 4), str(int(val)))
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else:
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if i % minor_subdivision == 0:
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draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.33), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
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else:
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draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.66), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
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func _on_HorizontalRuler_pressed() -> void:
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if !Global.show_guides:
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return
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var mouse_pos := get_local_mouse_position()
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if mouse_pos.x < RULER_WIDTH: # For double guides
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Global.vertical_ruler._on_VerticalRuler_pressed()
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var guide := Guide.new()
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guide.type = guide.Types.HORIZONTAL
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guide.add_point(Vector2(-99999, Global.canvas.current_pixel.y))
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guide.add_point(Vector2(99999, Global.canvas.current_pixel.y))
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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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func _on_HorizontalRuler_mouse_entered() -> void:
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var mouse_pos := get_local_mouse_position()
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if mouse_pos.x < RULER_WIDTH: # For double guides
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mouse_default_cursor_shape = Control.CURSOR_FDIAGSIZE
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else:
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mouse_default_cursor_shape = Control.CURSOR_VSPLIT
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71
src/UI/Rulers/VerticalRuler.gd
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71
src/UI/Rulers/VerticalRuler.gd
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@ -0,0 +1,71 @@
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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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