Add camera zoom

This commit is contained in:
2026-05-03 15:20:14 +02:00
parent 9e711d436c
commit fee4e0c3ba
5 changed files with 99 additions and 4 deletions

View File

@@ -1,6 +1,7 @@
## Scrolls the camera when the mouse cursor reaches the screen edge.
## Attach to a Camera2D node. Requires an OrthographicCamera2D or ViewportContainer
## to determine screen bounds at runtime.
@tool
extends Camera2D
## Speed at which the camera scrolls (pixels per second).
@@ -18,6 +19,15 @@ extends Camera2D
## Maximum bounds when clamping (in world space).
@export var clamp_max: Vector2 = Vector2.ZERO
## Zoom sensitivity per mouse wheel tick.
@export var zoom_sensitivity: float = 0.1
## Minimum zoom level.
@export var zoom_min: float = 0.25
## Maximum zoom level.
@export var zoom_max: float = 3.0
var _screen_rect: Rect2
@@ -29,6 +39,10 @@ func _ready() -> void:
func _process(delta: float) -> void:
if Engine.is_editor_hint():
queue_redraw()
return
if is_zero_approx(scroll_speed):
return
@@ -58,11 +72,46 @@ func _get_scroll_direction(mouse_pos: Vector2) -> Vector2:
return direction.normalized()
func _draw() -> void:
if not Engine.is_editor_hint():
return
if not clamp_enabled:
return
var rect_size: Vector2 = clamp_max - clamp_min
draw_rect(Rect2(clamp_min, rect_size), Color(1, 0.4, 0, 0.35))
draw_rect(Rect2(clamp_min, rect_size), Color(1, 0.6, 0.2, 0.8), false, 2.0)
func _clamp_position() -> void:
position.x = clampf(position.x, clamp_min.x, clamp_max.x)
position.y = clampf(position.y, clamp_min.y, clamp_max.y)
func _unhandled_input(event: InputEvent) -> void:
if Engine.is_editor_hint():
return
if event is InputEventMouseButton:
var mouse_event: InputEventMouseButton = event
if mouse_event.button_index == MOUSE_BUTTON_WHEEL_UP:
_zoom(zoom_sensitivity, mouse_event.position)
elif mouse_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_zoom(-zoom_sensitivity, mouse_event.position)
func _zoom(change: float, mouse_pos: Vector2) -> void:
var new_zoom_value: float = clampf(zoom.x + change, zoom_min, zoom_max)
if is_equal_approx(new_zoom_value, zoom.x):
return
var viewport_center: Vector2 = get_viewport_rect().size / 2.0
var offset: Vector2 = mouse_pos - viewport_center
var world_point: Vector2 = position + offset / zoom
zoom = Vector2(new_zoom_value, new_zoom_value)
position = world_point - offset / zoom
func _update_screen_rect() -> void:
var viewport: Viewport = get_viewport()
if viewport != null: