godot-xterm/addons/gut/gui/ResizeHandle.gd

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2024-01-06 11:27:15 +01:00
@tool
extends ColorRect
# #############################################################################
# Resize Handle control. Place onto a control. Set the orientation, then
# set the control that this should resize. Then you can resize the control
# by dragging this thing around. It's pretty neat.
# #############################################################################
enum ORIENTATION { LEFT, RIGHT }
@export var orientation := ORIENTATION.RIGHT:
get:
return orientation
set(val):
orientation = val
queue_redraw()
@export var resize_control: Control = null
@export var vertical_resize := true
var _line_width = .5
var _line_color = Color(.4, .4, .4)
var _active_line_color = Color(.3, .3, .3)
var _invalid_line_color = Color(1, 0, 0)
var _grab_margin = 2
var _line_space = 3
var _num_lines = 8
var _mouse_down = false
# Called when the node enters the scene tree for the first time.
func _draw():
var c = _line_color
if resize_control == null:
c = _invalid_line_color
elif _mouse_down:
c = _active_line_color
if orientation == ORIENTATION.LEFT:
_draw_resize_handle_left(c)
else:
_draw_resize_handle_right(c)
func _gui_input(event):
if resize_control == null:
return
if orientation == ORIENTATION.LEFT:
_handle_left_input(event)
else:
_handle_right_input(event)
# Draw the lines in the corner to show where you can
# drag to resize the dialog
func _draw_resize_handle_right(color):
var br = size
for i in range(_num_lines):
var start = br - Vector2(i * _line_space, 0)
var end = br - Vector2(0, i * _line_space)
draw_line(start, end, color, _line_width, true)
func _draw_resize_handle_left(color):
var bl = Vector2(0, size.y)
for i in range(_num_lines):
var start = bl + Vector2(i * _line_space, 0)
var end = bl - Vector2(0, i * _line_space)
draw_line(start, end, color, _line_width, true)
func _handle_right_input(event: InputEvent):
if event is InputEventMouseMotion:
if (
_mouse_down
and event.global_position.x > 0
and event.global_position.y < DisplayServer.window_get_size().y
):
if vertical_resize:
resize_control.size.y += event.relative.y
resize_control.size.x += event.relative.x
elif event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
_mouse_down = event.pressed
queue_redraw()
func _handle_left_input(event: InputEvent):
if event is InputEventMouseMotion:
if (
_mouse_down
and event.global_position.x > 0
and event.global_position.y < DisplayServer.window_get_size().y
):
var start_size = resize_control.size
resize_control.size.x -= event.relative.x
if resize_control.size.x != start_size.x:
resize_control.global_position.x += event.relative.x
if vertical_resize:
resize_control.size.y += event.relative.y
elif event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
_mouse_down = event.pressed
queue_redraw()