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extends Camera2D


var is_in_drag_mode = false
var drag_anchor = Vector2.ZERO

@export var speed = 5

@export_group("Zoom", "zoom")
@export var zoom_min: float = 0.5
@export var zoom_max: float = 3
@export var zoom_step: float = 0.01


func _input(event):
	if event.is_action("camera_zoom_out"):
		var min_zoom_min = limit_right / (get_viewport_rect().size.x / zoom.x)
		if min_zoom_min >= 1.0:
			var new_zoom = max(zoom.x - zoom_step, zoom_min)
			zoom = Vector2(new_zoom, new_zoom)
	if event.is_action("camera_zoom_in"):
		var new_zoom = min(zoom.x + zoom_step, zoom_max)
		zoom = Vector2(new_zoom, new_zoom)
	
	if event.is_action_pressed("camera_drag"):
		is_in_drag_mode = true
		drag_anchor = get_global_mouse_position()
	elif event.is_action_released("camera_drag"):
		is_in_drag_mode = false


func _process(_delta):
	if is_in_drag_mode:
		set_new_position(global_position + drag_anchor - get_global_mouse_position())
	
	var direction_h = Input.get_axis("ui_left", "ui_right")
	var direction_v = Input.get_axis("ui_up", "ui_down")
	
	if direction_h != 0 or direction_v != 0:
		set_new_position(global_position + Vector2(direction_h * speed, direction_v * speed))


func set_new_position(new_position: Vector2):
	new_position.x = clamp(
		new_position.x,
		limit_left,
		limit_right - (get_viewport_rect().size.x / zoom.x)
	)
	
	new_position.y = clamp(
		new_position.y,
		limit_top,
		limit_bottom - (get_viewport_rect().size.y / zoom.y)
	)
	
	global_position = new_position


func get_rect():
	var viewport = get_viewport_rect()
	
	return Rect2(
		global_position,
		viewport.size * Vector2(1 / zoom.x, 1 / zoom.y)
	)