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