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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Ported drag and resize code from godot's window dialog as a base for RectViewNode.
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@ -3,6 +3,7 @@ extends Resource
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class_name WorldGenBaseResource
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export(Rect2) var rect : Rect2 = Rect2(0, 0, 1, 1)
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export(bool) var locked : bool = false
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func get_rect() -> Rect2:
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return rect
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@ -6,25 +6,30 @@
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[sub_resource type="Resource" id=1]
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script = ExtResource( 2 )
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rect = Rect2( 0, 0, 100, 100 )
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locked = false
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zones = [ ]
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[sub_resource type="Resource" id=2]
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script = ExtResource( 2 )
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rect = Rect2( 0, 0, 1, 1 )
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locked = false
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zones = [ ]
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[sub_resource type="Resource" id=3]
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script = ExtResource( 2 )
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rect = Rect2( 0, 0, 1, 1 )
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locked = false
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zones = [ ]
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[sub_resource type="Resource" id=4]
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script = ExtResource( 2 )
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rect = Rect2( 0, 0, 1, 1 )
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locked = false
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zones = [ ]
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[resource]
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resource_name = "asdasdss"
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script = ExtResource( 1 )
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rect = Rect2( 0, 0, 1000, 1000 )
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locked = false
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continents = [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ]
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@ -1,8 +1,21 @@
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tool
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extends MarginContainer
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enum DragType {
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DRAG_NONE = 0,
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DRAG_MOVE = 1,
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DRAG_RESIZE_TOP = 1 << 1,
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DRAG_RESIZE_RIGHT = 1 << 2,
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DRAG_RESIZE_BOTTOM = 1 << 3,
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DRAG_RESIZE_LEFT = 1 << 4
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};
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var edited_resource : WorldGenBaseResource = null
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var drag_type : int
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var drag_offset : Vector2
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var drag_offset_far : Vector2
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func _draw():
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draw_rect(Rect2(get_position(), get_size()), Color(1, 1, 1, 1))
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@ -22,3 +35,118 @@ func set_edited_resource(res : WorldGenBaseResource):
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refresh()
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#based on / ported from engine/scene/gui/dialogs.h and .cpp
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func _notification(p_what : int) -> void:
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if (p_what == NOTIFICATION_MOUSE_EXIT):
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# Reset the mouse cursor when leaving the resizable window border.
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if (edited_resource && !edited_resource.locked && !drag_type):
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if (get_default_cursor_shape() != CURSOR_ARROW):
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set_default_cursor_shape(CURSOR_ARROW)
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#based on / ported from engine/scene/gui/dialogs.h and .cpp
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func _gui_input(p_event : InputEvent) -> void:
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if (p_event is InputEventMouseButton) && (p_event.get_button_index() == BUTTON_LEFT):
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var mb : InputEventMouseButton = p_event as InputEventMouseButton
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if (mb.is_pressed()):
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# Begin a possible dragging operation.
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drag_type = _drag_hit_test(Vector2(mb.get_position().x, mb.get_position().y))
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if (drag_type != DragType.DRAG_NONE):
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drag_offset = get_global_mouse_position() - get_position()
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drag_offset_far = get_position() + get_size() - get_global_mouse_position()
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elif (drag_type != DragType.DRAG_NONE && !mb.is_pressed()):
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# End a dragging operation.
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drag_type = DragType.DRAG_NONE
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if p_event is InputEventMouseMotion:
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var mm : InputEventMouseMotion = p_event as InputEventMouseMotion
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if (drag_type == DragType.DRAG_NONE):
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# Update the cursor while moving along the borders.
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var cursor = CURSOR_ARROW
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if (!edited_resource.locked):
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var preview_drag_type : int = _drag_hit_test(Vector2(mm.get_position().x, mm.get_position().y));
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var top_left : int = DragType.DRAG_RESIZE_TOP + DragType.DRAG_RESIZE_LEFT
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var bottom_right : int = DragType.DRAG_RESIZE_BOTTOM + DragType.DRAG_RESIZE_RIGHT
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var top_right : int = DragType.DRAG_RESIZE_TOP + DragType.DRAG_RESIZE_RIGHT
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var bottom_left : int = DragType.DRAG_RESIZE_BOTTOM + DragType.DRAG_RESIZE_LEFT
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match (preview_drag_type):
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DragType.DRAG_RESIZE_TOP:
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continue
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DragType.DRAG_RESIZE_BOTTOM:
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cursor = CURSOR_VSIZE;
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DragType.DRAG_RESIZE_LEFT:
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continue
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DragType.DRAG_RESIZE_RIGHT:
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cursor = CURSOR_HSIZE;
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top_left:
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continue
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bottom_right:
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cursor = CURSOR_FDIAGSIZE;
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top_right:
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continue
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bottom_left:
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cursor = CURSOR_BDIAGSIZE;
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if (get_cursor_shape() != cursor):
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set_default_cursor_shape(cursor);
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else:
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# Update while in a dragging operation.
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var global_pos : Vector2 = get_global_mouse_position()
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global_pos.y = max(global_pos.y, 0) # Ensure title bar stays visible.
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var rect : Rect2 = get_rect()
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var min_size : Vector2 = get_combined_minimum_size()
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if (drag_type == DragType.DRAG_MOVE):
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rect.position = global_pos - drag_offset
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else:
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if (drag_type & DragType.DRAG_RESIZE_TOP):
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var bottom : int = rect.position.y + rect.size.y
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var max_y : int = bottom - min_size.y
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rect.position.y = min(global_pos.y - drag_offset.y, max_y)
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rect.size.y = bottom - rect.position.y
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elif (drag_type & DragType.DRAG_RESIZE_BOTTOM):
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rect.size.y = global_pos.y - rect.position.y + drag_offset_far.y
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if (drag_type & DragType.DRAG_RESIZE_LEFT):
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var right : int = rect.position.x + rect.size.x
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var max_x : int = right - min_size.x
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rect.position.x = min(global_pos.x - drag_offset.x, max_x)
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rect.size.x = right - rect.position.x
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elif (drag_type & DragType.DRAG_RESIZE_RIGHT):
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rect.size.x = global_pos.x - rect.position.x + drag_offset_far.x
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set_size(rect.size)
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set_position(rect.position)
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#based on / ported from engine/scene/gui/dialogs.h and .cpp
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func _drag_hit_test(pos : Vector2) -> int:
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var drag_type : int = DragType.DRAG_NONE
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if (!edited_resource.locked):
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var title_height : int = 20 #get_constant("title_height", "WindowDialog")
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var scaleborder_size : int = 10 #get_constant("scaleborder_size", "WindowDialog")
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var rect : Rect2 = get_rect()
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if (pos.y < (-title_height + scaleborder_size)):
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drag_type = DragType.DRAG_RESIZE_TOP
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elif (pos.y >= (rect.size.y - scaleborder_size)):
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drag_type = DragType.DRAG_RESIZE_BOTTOM
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if (pos.x < scaleborder_size):
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drag_type |= DragType.DRAG_RESIZE_LEFT
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elif (pos.x >= (rect.size.x - scaleborder_size)):
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drag_type |= DragType.DRAG_RESIZE_RIGHT
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if (drag_type == DragType.DRAG_NONE && pos.y < 0):
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drag_type = DragType.DRAG_MOVE
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return drag_type
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