Handles can be dragged properly again without them sticking to the mouse pointer.

This commit is contained in:
Relintai 2022-01-27 17:25:42 +01:00
parent 1c6c2a6931
commit b2c3f6c4e7

View File

@ -48,7 +48,6 @@ var visual_indicator_seam : bool= true
var visual_indicator_handle : bool = true var visual_indicator_handle : bool = true
var previous_point : Vector2 var previous_point : Vector2
var is_dragging : bool = false
var _last_known_camera_facing : Vector3 = Vector3(0, 0, -1) var _last_known_camera_facing : Vector3 = Vector3(0, 0, -1)
var _rect_drag : bool = false var _rect_drag : bool = false
@ -84,12 +83,11 @@ func set_editor_plugin(editor_plugin : EditorPlugin) -> void:
_undo_redo = _editor_plugin.get_undo_redo() _undo_redo = _editor_plugin.get_undo_redo()
func set_handle(index: int, camera: Camera, point: Vector2): func set_handle(index: int, camera: Camera, point: Vector2):
print("set_handle")
var relative : Vector2 = point - previous_point var relative : Vector2 = point - previous_point
if !is_dragging: if !_handle_drag_op:
relative = Vector2() relative = Vector2()
is_dragging = true
_handle_drag_op = true _handle_drag_op = true
_drag_op_orig_verices = copy_mdr_verts_array() _drag_op_orig_verices = copy_mdr_verts_array()
@ -491,20 +489,22 @@ func forward_spatial_gui_input(index, camera, event):
if event is InputEventMouseButton: if event is InputEventMouseButton:
if event.get_button_index() == BUTTON_LEFT: if event.get_button_index() == BUTTON_LEFT:
if !event.is_pressed(): if _handle_drag_op:
# If a handle was being dragged only run these if !event.is_pressed():
is_dragging = false
if _handle_drag_op && _mdr && _mdr.array.size() == ArrayMesh.ARRAY_MAX && _mdr.array[ArrayMesh.ARRAY_VERTEX] != null && _mdr.array[ArrayMesh.ARRAY_VERTEX].size() == _drag_op_orig_verices.size():
_undo_redo.create_action("Drag")
_undo_redo.add_do_method(self, "apply_vertex_array", _mdr, _mdr.array[ArrayMesh.ARRAY_VERTEX])
_undo_redo.add_undo_method(self, "apply_vertex_array", _mdr, _drag_op_orig_verices)
_undo_redo.commit_action()
if _handle_drag_op:
_handle_drag_op = false _handle_drag_op = false
return true
# If a handle was being dragged only run these
if _mdr && _mdr.array.size() == ArrayMesh.ARRAY_MAX && _mdr.array[ArrayMesh.ARRAY_VERTEX] != null && _mdr.array[ArrayMesh.ARRAY_VERTEX].size() == _drag_op_orig_verices.size():
_undo_redo.create_action("Drag")
_undo_redo.add_do_method(self, "apply_vertex_array", _mdr, _mdr.array[ArrayMesh.ARRAY_VERTEX])
_undo_redo.add_undo_method(self, "apply_vertex_array", _mdr, _drag_op_orig_verices)
_undo_redo.commit_action()
# Dont consume the event here, because the handles will get stuck
# to the mouse pointer if we return true
return false
if !event.is_pressed():
# See whether we should check for a click or a selection box # See whether we should check for a click or a selection box
var mouse_pos : Vector2 = event.get_position() var mouse_pos : Vector2 = event.get_position()
var rect_size : Vector2 = _rect_drag_start_point - mouse_pos var rect_size : Vector2 = _rect_drag_start_point - mouse_pos