Created a "UI" folder in src

And a Timeline folder in UI
This commit is contained in:
OverloadedOrama 2020-05-02 01:19:01 +03:00
parent 8d5a673543
commit c35e4b0613
51 changed files with 1444 additions and 1443 deletions

76
src/UI/Rulers/Guides.gd Normal file
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class_name Guide
extends Line2D
enum Types {HORIZONTAL, VERTICAL}
var font := preload("res://Assets/Fonts/Roboto-Regular.tres")
var has_focus := true
var mouse_pos := Vector2.ZERO
var previous_points := points
var type = Types.HORIZONTAL
func _ready() -> void:
width = 0.1
default_color = Global.guide_color
func _input(_event : InputEvent):
width = Global.camera.zoom.x * 2
mouse_pos = get_local_mouse_position()
var point0 := points[0]
var point1 := points[1]
if type == Types.HORIZONTAL:
point0.y -= width * 3
point1.y += width * 3
else:
point0.x -= width * 3
point1.x += width * 3
if Global.can_draw and Global.has_focus and point_in_rectangle(mouse_pos, point0, point1) and Input.is_action_just_pressed("left_mouse"):
if !point_in_rectangle(Global.canvas.current_pixel, Global.canvas.location, Global.canvas.location + Global.canvas.size):
has_focus = true
Global.has_focus = false
update()
if has_focus:
if Input.is_action_just_pressed("left_mouse"):
previous_points = points
if Input.is_action_pressed("left_mouse"):
if type == Types.HORIZONTAL:
points[0].y = round(mouse_pos.y)
points[1].y = round(mouse_pos.y)
else:
points[0].x = round(mouse_pos.x)
points[1].x = round(mouse_pos.x)
if Input.is_action_just_released("left_mouse"):
Global.has_focus = true
has_focus = false
if !outside_canvas():
update()
func _draw() -> void:
if has_focus:
var viewport_size: Vector2 = Global.main_viewport.rect_size
var zoom: Vector2 = Global.camera.zoom
if type == Types.HORIZONTAL:
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)
draw_string(font, Vector2.ZERO, "%spx" % str(round(mouse_pos.y)))
else:
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)
draw_string(font, Vector2.ZERO, "%spx" % str(round(mouse_pos.x)))
func outside_canvas() -> bool:
if type == Types.HORIZONTAL:
if points[0].y < 0 || points[0].y > Global.canvas.size.y:
queue_free()
return true
else:
if points[0].x < 0 || points[0].x > Global.canvas.size.x:
queue_free()
return true
return false
func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y

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

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