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Remove constrained view in the 2D editor #47628

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3 changes: 0 additions & 3 deletions doc/classes/EditorSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -228,9 +228,6 @@
<member name="editors/2d/bone_width" type="int" setter="" getter="">
The bone width in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_outline_size].
</member>
<member name="editors/2d/constrain_editor_view" type="bool" setter="" getter="">
If [code]true[/code], prevents the 2D editor viewport from leaving the scene. Limits are calculated dynamically based on nodes present in the current scene. If [code]false[/code], the 2D editor viewport will be able to move freely, but you risk getting lost when zooming out too far. You can refocus on the scene by selecting a node then pressing [kbd]F[/kbd].
</member>
<member name="editors/2d/grid_color" type="Color" setter="" getter="">
The grid color to use in the 2D editor.
</member>
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1 change: 0 additions & 1 deletion editor/editor_settings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -687,7 +687,6 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
_initial_set("editors/2d/bone_outline_color", Color(0.35, 0.35, 0.35, 0.5));
_initial_set("editors/2d/bone_outline_size", 2);
_initial_set("editors/2d/viewport_border_color", Color(0.4, 0.4, 1.0, 0.4));
_initial_set("editors/2d/constrain_editor_view", true);

// Panning
// Enum should be in sync with ControlScheme in ViewPanner.
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33 changes: 4 additions & 29 deletions editor/plugins/canvas_item_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4009,48 +4009,23 @@ void CanvasItemEditor::_update_scrollbars() {
canvas_item_rect.size += screen_rect * 2;
canvas_item_rect.position -= screen_rect;

// Constraints the view offset and updates the scrollbars.
Size2 size = viewport->get_size();
Point2 begin = canvas_item_rect.position;
Point2 end = canvas_item_rect.position + canvas_item_rect.size - local_rect.size / zoom;
bool constrain_editor_view = bool(EDITOR_GET("editors/2d/constrain_editor_view"));
// Updates the scrollbars.
const Size2 size = viewport->get_size();
const Point2 begin = canvas_item_rect.position;
const Point2 end = canvas_item_rect.position + canvas_item_rect.size - local_rect.size / zoom;

if (canvas_item_rect.size.height <= (local_rect.size.y / zoom)) {
real_t centered = -(size.y / 2) / zoom + screen_rect.y / 2;
if (constrain_editor_view && ABS(centered - previous_update_view_offset.y) < ABS(centered - view_offset.y)) {
view_offset.y = previous_update_view_offset.y;
}

v_scroll->hide();
} else {
if (constrain_editor_view && view_offset.y > end.y && view_offset.y > previous_update_view_offset.y) {
view_offset.y = MAX(end.y, previous_update_view_offset.y);
}
if (constrain_editor_view && view_offset.y < begin.y && view_offset.y < previous_update_view_offset.y) {
view_offset.y = MIN(begin.y, previous_update_view_offset.y);
}

v_scroll->show();
v_scroll->set_min(MIN(view_offset.y, begin.y));
v_scroll->set_max(MAX(view_offset.y, end.y) + screen_rect.y);
v_scroll->set_page(screen_rect.y);
}

if (canvas_item_rect.size.width <= (local_rect.size.x / zoom)) {
real_t centered = -(size.x / 2) / zoom + screen_rect.x / 2;
if (constrain_editor_view && ABS(centered - previous_update_view_offset.x) < ABS(centered - view_offset.x)) {
view_offset.x = previous_update_view_offset.x;
}

h_scroll->hide();
} else {
if (constrain_editor_view && view_offset.x > end.x && view_offset.x > previous_update_view_offset.x) {
view_offset.x = MAX(end.x, previous_update_view_offset.x);
}
if (constrain_editor_view && view_offset.x < begin.x && view_offset.x < previous_update_view_offset.x) {
view_offset.x = MIN(begin.x, previous_update_view_offset.x);
}

h_scroll->show();
h_scroll->set_min(MIN(view_offset.x, begin.x));
h_scroll->set_max(MAX(view_offset.x, end.x) + screen_rect.x);
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