Improved 2D snapping behavior

Make snapping affect nodes created by drag & drop
Make snapping for a single Node2D refer to its pivot
Refactor duplicate drag setup code
This commit is contained in:
Pedro J. Estébanez 2017-03-23 00:47:51 +01:00
parent a14ad02d15
commit adf36faee8
2 changed files with 49 additions and 48 deletions

View file

@ -594,30 +594,7 @@ bool CanvasItemEditor::_select(CanvasItem *item, Point2 p_click_pos, bool p_appe
}
if (p_drag) {
//prepare to move!
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
CanvasItem *canvas_item = E->get()->cast_to<CanvasItem>();
if (!canvas_item || !canvas_item->is_visible())
continue;
if (canvas_item->get_viewport() != EditorNode::get_singleton()->get_scene_root())
continue;
CanvasItemEditorSelectedItem *se = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(canvas_item);
if (!se)
continue;
se->undo_state = canvas_item->edit_get_state();
if (canvas_item->cast_to<Node2D>())
se->undo_pivot = canvas_item->cast_to<Node2D>()->edit_get_pivot();
}
drag = DRAG_ALL;
drag_from = transform.affine_inverse().xform(p_click_pos);
drag_point_from = _find_topleftmost_point();
_prepare_drag(p_click_pos);
}
viewport->update();
@ -835,6 +812,37 @@ CanvasItemEditor::DragType CanvasItemEditor::_find_drag_type(const Matrix32 &p_x
return DRAG_NONE;
}
void CanvasItemEditor::_prepare_drag(const Point2 &p_click_pos) {
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
CanvasItem *canvas_item = E->get()->cast_to<CanvasItem>();
if (!canvas_item || !canvas_item->is_visible())
continue;
if (canvas_item->get_viewport() != EditorNode::get_singleton()->get_scene_root())
continue;
CanvasItemEditorSelectedItem *se = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(canvas_item);
if (!se)
continue;
se->undo_state = canvas_item->edit_get_state();
if (canvas_item->cast_to<Node2D>())
se->undo_pivot = canvas_item->cast_to<Node2D>()->edit_get_pivot();
}
if (selection.size() == 1 && selection[0]->cast_to<Node2D>()) {
drag = DRAG_NODE_2D;
drag_point_from = selection[0]->cast_to<Node2D>()->get_global_pos();
} else {
drag = DRAG_ALL;
drag_point_from = _find_topleftmost_point();
}
drag_from = transform.affine_inverse().xform(p_click_pos);
}
void CanvasItemEditor::incbeg(float &beg, float &end, float inc, float minsize, bool p_symmetric) {
if (minsize < 0) {
@ -1371,28 +1379,7 @@ void CanvasItemEditor::_viewport_input_event(const InputEvent &p_event) {
if ((b.mod.alt || tool == TOOL_MOVE) && get_item_count()) {
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
CanvasItem *canvas_item = E->get()->cast_to<CanvasItem>();
if (!canvas_item || !canvas_item->is_visible())
continue;
if (canvas_item->get_viewport() != EditorNode::get_singleton()->get_scene_root())
continue;
CanvasItemEditorSelectedItem *se = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(canvas_item);
if (!se)
continue;
se->undo_state = canvas_item->edit_get_state();
if (canvas_item->cast_to<Node2D>())
se->undo_pivot = canvas_item->cast_to<Node2D>()->edit_get_pivot();
}
drag = DRAG_ALL;
drag_from = transform.affine_inverse().xform(click);
drag_point_from = _find_topleftmost_point();
_prepare_drag(click);
viewport->update();
return;
}
@ -1533,7 +1520,7 @@ void CanvasItemEditor::_viewport_input_event(const InputEvent &p_event) {
bool uniform = m.mod.shift;
bool symmetric = m.mod.alt;
dto = dto - (drag == DRAG_ALL ? drag_from - drag_point_from : Vector2(0, 0));
dto = dto - (drag == DRAG_ALL || drag == DRAG_NODE_2D ? drag_from - drag_point_from : Vector2(0, 0));
if (uniform && drag == DRAG_ALL) {
if (ABS(dto.x - drag_point_from.x) > ABS(dto.y - drag_point_from.y)) {
@ -1632,6 +1619,12 @@ void CanvasItemEditor::_viewport_input_event(const InputEvent &p_event) {
}
continue;
} break;
case DRAG_NODE_2D: {
ERR_FAIL_COND(!canvas_item->cast_to<Node2D>());
canvas_item->cast_to<Node2D>()->set_global_pos(dto);
continue;
} break;
default: {}
}
@ -3534,6 +3527,8 @@ void CanvasItemEditorViewport::_create_nodes(Node *parent, Node *child, String &
if (default_type == "Polygon2D" || default_type == "TouchScreenButton" || default_type == "TextureFrame" || default_type == "Patch9Frame") {
target_pos -= texture_size / 2;
}
// there's nothing to be used as source position so snapping will work as absolute if enabled
target_pos = canvas->snap_point(target_pos, Vector2());
editor_data->get_undo_redo().add_do_method(child, "set_pos", target_pos);
}
@ -3578,7 +3573,11 @@ bool CanvasItemEditorViewport::_create_instance(Node *parent, String &path, cons
}
}
Matrix32 trans = canvas->get_canvas_transform();
editor_data->get_undo_redo().add_do_method(instanced_scene, "set_pos", (p_point - trans.get_origin()) / trans.get_scale().x - pos);
Vector2 target_pos = (p_point - trans.get_origin()) / trans.get_scale().x - pos;
// in relative snapping it may be useful for the user to take the original node position into account
Vector2 start_pos = instanced_scene->cast_to<Node2D>() ? instanced_scene->cast_to<Node2D>()->get_pos() : target_pos;
target_pos = canvas->snap_point(target_pos, start_pos);
editor_data->get_undo_redo().add_do_method(instanced_scene, "set_pos", target_pos);
return true;
}

View file

@ -143,6 +143,7 @@ class CanvasItemEditor : public VBoxContainer {
DRAG_ALL,
DRAG_ROTATE,
DRAG_PIVOT,
DRAG_NODE_2D,
};
@ -320,6 +321,7 @@ class CanvasItemEditor : public VBoxContainer {
void _list_select(const InputEventMouseButton &b);
DragType _find_drag_type(const Matrix32 &p_xform, const Rect2 &p_local_rect, const Point2 &p_click, Vector2 &r_point);
void _prepare_drag(const Point2 &p_click_pos);
void _popup_callback(int p_op);
bool updating_scroll;