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Diffstat (limited to 'scene/gui/gradient_edit.cpp')
-rw-r--r--scene/gui/gradient_edit.cpp35
1 files changed, 23 insertions, 12 deletions
diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp
index 19ffe681ef..09ef6f26bf 100644
--- a/scene/gui/gradient_edit.cpp
+++ b/scene/gui/gradient_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,10 +29,17 @@
/*************************************************************************/
#include "gradient_edit.h"
+
#include "core/os/keyboard.h"
-#include "editor/editor_scale.h"
+#ifdef TOOLS_ENABLED
+#include "editor/editor_scale.h"
#define SPACING (3 * EDSCALE)
+#define POINT_WIDTH (8 * EDSCALE)
+#else
+#define SPACING 3
+#define POINT_WIDTH 8
+#endif
GradientEdit::GradientEdit() {
grabbed = -1;
@@ -234,25 +241,29 @@ void GradientEdit::_gui_input(const Ref<InputEvent> &p_event) {
float newofs = CLAMP(x / float(total_w), 0, 1);
- //Snap to nearest point if holding shift
- if (mm->get_shift()) {
- float snap_treshhold = 0.03;
- float smallest_ofs = snap_treshhold;
- bool founded = false;
- int nearest_point;
+ // Snap to "round" coordinates if holding Ctrl.
+ // Be more precise if holding Shift as well
+ if (mm->get_control()) {
+ newofs = Math::stepify(newofs, mm->get_shift() ? 0.025 : 0.1);
+ } else if (mm->get_shift()) {
+ // Snap to nearest point if holding just Shift
+ const float snap_threshold = 0.03;
+ float smallest_ofs = snap_threshold;
+ bool found = false;
+ int nearest_point = 0;
for (int i = 0; i < points.size(); ++i) {
if (i != grabbed) {
float temp_ofs = ABS(points[i].offset - newofs);
if (temp_ofs < smallest_ofs) {
smallest_ofs = temp_ofs;
nearest_point = i;
- if (founded)
+ if (found)
break;
- founded = true;
+ found = true;
}
}
}
- if (founded) {
+ if (found) {
if (points[nearest_point].offset < newofs)
newofs = points[nearest_point].offset + 0.00001;
else