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Draw Grid only over Canvas. Added PixelGrid. (#427)
* Draw grid only over the Canvas (when in tiling mode) * Replace some magic numbers with enums. It's too easy to break something when adding something new in here. Should be a little harder now. * Added Pixel Grid. - Pixel grid is shown only when it's enabled and camera is zoomed close enough. - Settings: pixel_grid_show_at_zoom (as a percentage because that's what's shown in the settings panel), pixel_grid_color. Default values might need changing. - To distinguish between grid and pixel grid default settings for grid width, grid height are changed. - Now both grid and pixel grid are drawn above (after) tile mode. Grid is drawn above (after) pixel grid.
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14 changed files with 239 additions and 98 deletions
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@ -23,21 +23,17 @@ func _on_TransparentChecker_resized() -> void:
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material.set_shader_param("rect_size", rect_size)
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func _init_position(id : int) -> void:
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match id:
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0:
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Global.current_project.tile_mode = Global.Tile_Mode.NONE
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func _init_position(tile_mode : int) -> void:
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match tile_mode:
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Global.Tile_Mode.NONE:
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Global.transparent_checker.set_size(Global.current_project.size)
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Global.transparent_checker.set_position(Vector2.ZERO)
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1:
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Global.current_project.tile_mode = Global.Tile_Mode.BOTH
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Global.Tile_Mode.BOTH:
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Global.transparent_checker.set_size(Global.current_project.size*3)
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Global.transparent_checker.set_position(-Global.current_project.size)
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2:
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Global.current_project.tile_mode = Global.Tile_Mode.XAXIS
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Global.Tile_Mode.XAXIS:
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Global.transparent_checker.set_size(Vector2(Global.current_project.size.x*3, Global.current_project.size.y*1))
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Global.transparent_checker.set_position(Vector2(-Global.current_project.size.x, 0))
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3:
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Global.current_project.tile_mode = Global.Tile_Mode.YAXIS
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Global.Tile_Mode.YAXIS:
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Global.transparent_checker.set_size(Vector2(Global.current_project.size.x*1, Global.current_project.size.y*3))
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Global.transparent_checker.set_position(Vector2(0, -Global.current_project.size.y))
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