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Now after a drag operation the rect view node will actually update the uvs.
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@ -138,6 +138,45 @@ func normalize_uvs() -> void:
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_uvs[i] = uv
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func apply_uv() -> void:
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if !_mdr:
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return
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var rect : Rect2 = get_rect()
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#rect needs to be converted back
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rect.position /= _rect_scale
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rect.size /= _rect_scale
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rect.position /= edited_resource_parent_size
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rect.size /= edited_resource_parent_size
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var arrays : Array = _mdr.get_array()
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if arrays.size() != ArrayMesh.ARRAY_MAX:
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return
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if arrays[ArrayMesh.ARRAY_TEX_UV] == null:
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return
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var uvs : PoolVector2Array = arrays[ArrayMesh.ARRAY_TEX_UV]
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for index in _indices:
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var uv : Vector2 = _uvs[index]
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uv = uv * rect.size + rect.position
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uvs[index] = uv
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_uv_min = rect.position
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_uv_max = rect.position + rect.size
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_base_rect = get_rect()
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arrays[ArrayMesh.ARRAY_TEX_UV] = uvs
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_mdr.array = arrays
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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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@ -162,6 +201,9 @@ func _gui_input(p_event : InputEvent) -> void:
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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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apply_uv()
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drag_type = DragType.DRAG_NONE
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if p_event is InputEventMouseMotion:
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@ -227,12 +269,6 @@ func _gui_input(p_event : InputEvent) -> void:
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set_size(rect.size)
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set_position(rect.position)
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#rect needs to be converted back
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rect.position /= _rect_scale
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rect.size /= _rect_scale
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#edited_resource.set_rect(rect)
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#TODO re write uvs -> but only om drag end
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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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