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godot-demo-projects/misc/2.5d/addons/node25d/main_screen/viewport_25d.gd
A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00

162 lines
4.9 KiB
GDScript

@tool
extends Control
var zoom_level := 0
var is_panning = false
var pan_center: Vector2
var viewport_center: Vector2
var view_mode_index := 0
var editor_interface: EditorInterface # Set in node25d_plugin.gd
var moving = false
@onready var viewport_2d = $Viewport2D
@onready var viewport_overlay = $ViewportOverlay
@onready var view_mode_button_group: ButtonGroup = $"../TopBar/ViewModeButtons/45Degree".button_group
@onready var zoom_label: Label = $"../TopBar/Zoom/ZoomPercent"
@onready var gizmo_25d_scene = preload("res://addons/node25d/main_screen/gizmo_25d.tscn")
func _ready() -> void:
# Give Godot a chance to fully load the scene. Should take two frames.
for i in 2:
await get_tree().process_frame
var edited_scene_root = get_tree().edited_scene_root
if not edited_scene_root:
# Godot hasn't finished loading yet, so try loading the plugin again.
editor_interface.set_plugin_enabled("node25d", false)
editor_interface.set_plugin_enabled("node25d", true)
return
# Alright, we're loaded up. Now check if we have a valid world and assign it.
var world_2d = edited_scene_root.get_viewport().world_2d
if world_2d == get_viewport().world_2d:
return # This is the MainScreen25D scene opened in the editor!
viewport_2d.world_2d = world_2d
func _process(_delta: float) -> void:
if not editor_interface: # Something's not right... bail!
return
# View mode polling.
var view_mode_changed_this_frame := false
var new_view_mode := -1
if view_mode_button_group.get_pressed_button():
new_view_mode = view_mode_button_group.get_pressed_button().get_index()
if view_mode_index != new_view_mode:
view_mode_index = new_view_mode
view_mode_changed_this_frame = true
_recursive_change_view_mode(get_tree().edited_scene_root)
# Zooming.
if Input.is_mouse_button_pressed(MOUSE_BUTTON_WHEEL_UP):
zoom_level += 1
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_WHEEL_DOWN):
zoom_level -= 1
var zoom := _get_zoom_amount()
# SubViewport size.
var vp_size := get_global_rect().size
viewport_2d.size = vp_size
viewport_overlay.size = vp_size
# SubViewport transform.
var viewport_trans := Transform2D.IDENTITY
viewport_trans.x *= zoom
viewport_trans.y *= zoom
viewport_trans.origin = viewport_trans.basis_xform(viewport_center) + size / 2
viewport_2d.canvas_transform = viewport_trans
viewport_overlay.canvas_transform = viewport_trans
# Delete unused gizmos.
var selection := editor_interface.get_selection().get_selected_nodes()
var gizmos := viewport_overlay.get_children()
for gizmo in gizmos:
var contains := false
for selected in selection:
if selected == gizmo.node_25d and not view_mode_changed_this_frame:
contains = true
if not contains:
gizmo.queue_free()
# Add new gizmos.
for selected in selection:
if selected is Node25D:
_ensure_node25d_has_gizmo(selected, gizmos)
# Update gizmo zoom.
for gizmo in gizmos:
gizmo.set_zoom(zoom)
func _ensure_node25d_has_gizmo(node: Node25D, gizmos: Array[Node]) -> void:
var new = true
for gizmo in gizmos:
if node == gizmo.node_25d:
return
var gizmo = gizmo_25d_scene.instantiate()
viewport_overlay.add_child(gizmo)
gizmo.setup(node)
# This only accepts input when the mouse is inside of the 2.5D viewport.
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.is_pressed():
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
zoom_level += 1
accept_event()
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
zoom_level -= 1
accept_event()
elif event.button_index == MOUSE_BUTTON_MIDDLE:
is_panning = true
pan_center = viewport_center - event.position / _get_zoom_amount()
accept_event()
elif event.button_index == MOUSE_BUTTON_LEFT:
var overlay_children := viewport_overlay.get_children()
for overlay_child in overlay_children:
overlay_child.wants_to_move = true
accept_event()
elif event.button_index == MOUSE_BUTTON_MIDDLE:
is_panning = false
accept_event()
elif event.button_index == MOUSE_BUTTON_LEFT:
var overlay_children := viewport_overlay.get_children()
for overlay_child in overlay_children:
overlay_child.wants_to_move = false
accept_event()
elif event is InputEventMouseMotion:
if is_panning:
viewport_center = pan_center + event.position / _get_zoom_amount()
accept_event()
func _recursive_change_view_mode(current_node: Node) -> void:
if not current_node:
return
if current_node.has_method(&"set_view_mode"):
current_node.set_view_mode(view_mode_index)
for child in current_node.get_children():
_recursive_change_view_mode(child)
func _get_zoom_amount() -> float:
const THIRTEENTH_ROOT_OF_2 = 1.05476607648
var zoom_amount = pow(THIRTEENTH_ROOT_OF_2, zoom_level)
zoom_label.text = str(round(zoom_amount * 1000) / 10) + "%"
return zoom_amount
func _on_ZoomOut_pressed() -> void:
zoom_level -= 1
func _on_ZoomIn_pressed() -> void:
zoom_level += 1
func _on_ZoomReset_pressed() -> void:
zoom_level = 0