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Remove constrained view in the 2D editor
We initially added an option to disable constraining the 2D editor view. This setting was still enabled by default to avoid confusing users who end up scrolling too far away from their current scene (which is a problem if you don't know about the F key to focus on the selection). However, it's probably a better choice to unconstrain the 2D editor view by default because: - Lots of people don't know about this setting and wonder how they can scroll far away from the scene. This feels really limiting for them, and it can even lead to some people thinking Godot intentionally limits scene sizes. - The 3D editor doesn't have such a contrain mechanism. This makes the 2D editor more consistent with the 3D editor.
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@@ -4009,27 +4009,14 @@ void CanvasItemEditor::_update_scrollbars() {
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canvas_item_rect.size += screen_rect * 2;
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canvas_item_rect.position -= screen_rect;
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// Constraints the view offset and updates the scrollbars.
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Size2 size = viewport->get_size();
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Point2 begin = canvas_item_rect.position;
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Point2 end = canvas_item_rect.position + canvas_item_rect.size - local_rect.size / zoom;
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bool constrain_editor_view = bool(EDITOR_GET("editors/2d/constrain_editor_view"));
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// Updates the scrollbars.
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const Size2 size = viewport->get_size();
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const Point2 begin = canvas_item_rect.position;
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const Point2 end = canvas_item_rect.position + canvas_item_rect.size - local_rect.size / zoom;
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if (canvas_item_rect.size.height <= (local_rect.size.y / zoom)) {
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real_t centered = -(size.y / 2) / zoom + screen_rect.y / 2;
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if (constrain_editor_view && ABS(centered - previous_update_view_offset.y) < ABS(centered - view_offset.y)) {
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view_offset.y = previous_update_view_offset.y;
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}
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v_scroll->hide();
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} else {
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if (constrain_editor_view && view_offset.y > end.y && view_offset.y > previous_update_view_offset.y) {
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view_offset.y = MAX(end.y, previous_update_view_offset.y);
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}
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if (constrain_editor_view && view_offset.y < begin.y && view_offset.y < previous_update_view_offset.y) {
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view_offset.y = MIN(begin.y, previous_update_view_offset.y);
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}
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v_scroll->show();
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v_scroll->set_min(MIN(view_offset.y, begin.y));
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v_scroll->set_max(MAX(view_offset.y, end.y) + screen_rect.y);
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@@ -4037,20 +4024,8 @@ void CanvasItemEditor::_update_scrollbars() {
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}
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if (canvas_item_rect.size.width <= (local_rect.size.x / zoom)) {
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real_t centered = -(size.x / 2) / zoom + screen_rect.x / 2;
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if (constrain_editor_view && ABS(centered - previous_update_view_offset.x) < ABS(centered - view_offset.x)) {
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view_offset.x = previous_update_view_offset.x;
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}
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h_scroll->hide();
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} else {
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if (constrain_editor_view && view_offset.x > end.x && view_offset.x > previous_update_view_offset.x) {
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view_offset.x = MAX(end.x, previous_update_view_offset.x);
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}
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if (constrain_editor_view && view_offset.x < begin.x && view_offset.x < previous_update_view_offset.x) {
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view_offset.x = MIN(begin.x, previous_update_view_offset.x);
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}
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h_scroll->show();
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h_scroll->set_min(MIN(view_offset.x, begin.x));
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h_scroll->set_max(MAX(view_offset.x, end.x) + screen_rect.x);
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