maxgame/addons/popochiu/editor/gizmos/gizmo2d.gd
2025-07-17 01:49:18 -04:00

274 lines
6.7 KiB
GDScript

@tool
class_name Gizmo2D
extends RefCounted
# Gizmo types
enum {
GIZMO_POS, # square marker that represents (x,y) coordinates
GIZMO_HPOS, # vertical line that represents a horizontal coordinate
GIZMO_VPOS # horizontal line that represents a vertical coordinate
}
# Public vars
# Convenience accessors
var target_node: Node2D:
set = set_target_node,
get = get_target_node
var target_property: String:
set = set_target_property,
get = get_target_property
var position:
get = get_position
# Behavior flags
var show_connector: bool = true # Show gizmo-to-node connectors
var show_outlines: bool = true
var show_target_name: bool = true # Show target node name
var visible: bool = true # Gizmo visibility
# Private vars
# Context
var _type: int
var _target_node: Node2D
var _target_property: String
# Appearance
var _size: Vector2 # Gizmo width and height
var _color: Color # Gizmo color
var _label: String # A label to be painted near the Gizmo
var _font: Font # Label font
var _font_size: int # Label font size
# State
var _handle: Rect2 # Gizmo handle
var _current_position: Vector2 # The position the gizmo is representing in every moment
var _current_color: Color
var _is_grabbed: bool = false # Gizmo is moving
var _grab_center_pos: Vector2 # Starting center position when grabbing
var _grab_mouse_pos: Vector2 # Starting mouse position when grabbing
#region Virtual ####################################################################################
func _init(
node: Node,
property: String,
label: String,
type: int,
):
_target_node = node
_target_property = property
_type = type
_label = label
set_theme(
Color.AQUA,
24,
EditorInterface.get_editor_theme().default_font,
EditorInterface.get_editor_theme().default_font_size
)
_current_color = _color
#endregion
#region SetGet #####################################################################################
func set_theme(
color: Color,
size: int,
font: Font,
font_size: int
):
_color = color
_size = Vector2(size, size)
_font = font
_font_size = font_size
func set_target_node(node: Node2D):
_target_node = node
func get_target_node() -> Node2D:
return _target_node
func set_target_property(property: String):
_target_property = property
func get_target_property() -> String:
if _target_property:
return _target_property
return ""
#endregion
#region Private ####################################################################################
func _draw_outlines(viewport: Control):
viewport.draw_rect(
_handle,
Color.BLACK, false, 4
)
viewport.draw_string_outline(
_font,
_handle.position + Vector2(0, _size.y + 2 + _font.get_ascent(_font_size)),
_label, HORIZONTAL_ALIGNMENT_CENTER,
- 1,
_font_size,
6,
Color.BLACK
)
if show_target_name:
viewport.draw_string_outline(
_font,
_handle.position + Vector2(0, -_font.get_descent(_font_size)),
_target_node.name,
HORIZONTAL_ALIGNMENT_CENTER,
- 1,
_font_size,
6,
Color.BLACK
)
func _draw_gizmo(viewport: Control):
# Draw the handle (on top of the line, if it's present)
viewport.draw_rect(
_handle,
_current_color
)
# Draw gizmo-to-node connector, if active
if show_connector:
viewport.draw_dashed_line(
(_target_node.get_viewport_transform() * _target_node.get_global_transform()).origin,
_handle.get_center(),
_current_color.darkened(0.2),
2,
4
)
viewport.draw_circle(
_handle.get_center(),
3,
_current_color.darkened(0.2)
)
# Draw the label, if it's set and non empty
if _label:
viewport.draw_string(
_font,
_handle.position + Vector2(0, _size.y + 2 + _font.get_ascent(_font_size)),
_label, HORIZONTAL_ALIGNMENT_CENTER,
- 1,
_font_size,
_current_color
)
if show_target_name:
viewport.draw_string(
_font,
_handle.position + Vector2(0, -_font.get_descent(_font_size)),
_target_node.name,
HORIZONTAL_ALIGNMENT_CENTER,
- 1,
_font_size,
_current_color
)
func _can_draw():
return (visible and _target_node != null and _target_node.is_visible_in_tree())
#endregion
#region Public #####################################################################################
func draw(viewport: Control, coord: Variant) -> void:
# Handmade coordinates type overloading
if not (coord is Vector2 or coord is int):
return
# Check if the gizmo can be drawn
if not _can_draw():
return
# Coordinates normalization (to vector) for horizontal or vertical gizmos
# Both axis are set to the same value, then ignore one or the other
# depending on the gizmo type
if coord is int:
coord = Vector2(coord, coord)
# Calculate the GLOBAL coordinates of the center of the square handle
# This only takes into account the node offset discarding its transform basis
# (representing rotation, skew and scale) then it applies the viewport transform
# to take into account the zoom level
var center = _target_node.get_viewport_transform() * (_target_node.get_global_transform().origin + Vector2(coord))
# Set handle color
_current_color = _color
# Highlight handle if held by the mouse click
if _is_grabbed:
_current_color = _color.lightened(0.5)
# Draw an horizontal or vertical line if the gizmo is one-dimensional
match _type:
GIZMO_VPOS:
var viewport_width = EditorInterface.get_editor_viewport_2d().size.x
center.x = viewport_width / 2
viewport.draw_line(
Vector2(0, center.y),
Vector2(viewport_width, center.y),
_current_color,
2
)
GIZMO_HPOS:
var viewport_height = EditorInterface.get_editor_viewport_2d().size.y
center.y = viewport_height / 2
viewport.draw_line(
Vector2(center.x, 0),
Vector2(center.x, viewport_height),
_current_color,
2
)
# Initialize the handle in the right position
_handle = Rect2(center - _size / 2, _size)
if show_outlines:
_draw_outlines(viewport)
_draw_gizmo(viewport)
func drag_to(pos: Vector2):
# Distance between the mouse position and the gizmo center
var d = _grab_center_pos - _grab_mouse_pos
# Gizmo center position in global coordinates
var current_gizmo_pos = pos + d
# Distance between gizmo center position in 2D world node coordinates and
# node position ignoring its transform basis (representing rotation, skew and scale)
_current_position = _target_node.get_viewport_transform().affine_inverse() * current_gizmo_pos - (target_node.get_global_transform().origin)
func release():
_is_grabbed = false
func grab(pos: Vector2):
_is_grabbed = true
_grab_mouse_pos = pos
_grab_center_pos = _handle.get_center()
func cancel():
_is_grabbed = false
func has_point(pos: Vector2):
return visible and _handle.abs().has_point(pos)
func get_position():
match _type:
GIZMO_POS:
return _current_position
GIZMO_HPOS:
return _current_position.x
GIZMO_VPOS:
return _current_position.y
#endregion