Repository: godotengine/godot
File: editor/plugins/abstract_polygon_2d_editor.cpp (C++)

Code before:
	if (!_get_node()->is_visible_in_tree()) {
		return;
	}

	Viewport *vp = _get_node()->get_viewport();
	if (vp && !vp->is_visible_subviewport()) {
		return;
	}

	Transform2D xform = canvas_item_editor->get_canvas_transform() * _get_node()->get_screen_transform();
	// All polygon points are sharp, so use the sharp handle icon
	const Ref<Texture2D> handle = get_editor_theme_icon(SNAME("EditorPathSharpHandle"));
	const Ref<Texture2D> nhandle = get_editor_theme_icon(SNAME("EditorPathNullHandle"));

	Ref<Font> font = get_theme_font(SNAME("bold"), EditorStringName(EditorFonts));
	int font_size = 1.3 * get_theme_font_size(SNAME("bold_size"), EditorStringName(EditorFonts));
	const float outline_size = 4;
	Color font_color = get_theme_color(SceneStringName(font_color), EditorStringName(Editor));
	Color outline_color = font_color.inverted();

	const Vertex active_point = get_active_point();
	const int n_polygons = _get_polygon_count();
	const bool is_closed = !_is_line();

	const Vector2 &center = _get_geometric_center();
	if (!center.is_equal_approx(Vector2())) {
		const Vector2 point = xform.xform(center);
		p_overlay->draw_texture(nhandle, point - nhandle->get_size() * 0.5, Color(1, 1, 0.4));
		Size2 lbl_size = font->get_string_size("c", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size);
		p_overlay->draw_string_outline(font, point - lbl_size * 0.5, "c", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
		p_overlay->draw_string(font, point - lbl_size * 0.5, "c", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_color);
	}
	{
		const Vector2 point = xform.xform(Vector2());
		p_overlay->draw_texture(nhandle, point - nhandle->get_size() * 0.5, center.is_equal_approx(Vector2()) ? Color(1, 1, 0.4) : Color(1, 0.4, 1));
		Size2 lbl_size = font->get_string_size("o", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size);
		p_overlay->draw_string_outline(font, point - lbl_size * 0.5, "o", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
		p_overlay->draw_string(font, point - lbl_size * 0.5, "o", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_color);
	}

	for (int j = -1; j < n_polygons; j++) {
		if (wip_active && wip_destructive && j != -1) {
			continue;
		}

		Vector<Vector2> points;
		Vector2 offset;

		if (wip_active && j == edited_point.polygon) {
			points = Variant(wip);
			offset = Vector2(0, 0);

Review comment (suggestion):
```suggestion
	if (!center.is_zero_approx()) {
```

Code after:

void AbstractPolygon2DEditor::forward_canvas_draw_over_viewport(Control *p_overlay) {
	if (!_get_node()) {
		return;
	}

	if (!_get_node()->is_visible_in_tree()) {
		return;
	}

	Viewport *vp = _get_node()->get_viewport();
	if (vp && !vp->is_visible_subviewport()) {
		return;
	}

	Transform2D xform = canvas_item_editor->get_canvas_transform() * _get_node()->get_screen_transform();
	// All polygon points are sharp, so use the sharp handle icon
	const Ref<Texture2D> handle = get_editor_theme_icon(SNAME("EditorPathSharpHandle"));
	const Ref<Texture2D> nhandle = get_editor_theme_icon(SNAME("EditorPathNullHandle"));

	Ref<Font> font = get_theme_font(SNAME("bold"), EditorStringName(EditorFonts));
	int font_size = 1.3 * get_theme_font_size(SNAME("bold_size"), EditorStringName(EditorFonts));
	const float outline_size = 4 * EDSCALE;
	Color font_color = get_theme_color(SceneStringName(font_color), EditorStringName(Editor));
	Color outline_color = font_color.inverted();

	const Vertex active_point = get_active_point();
	const int n_polygons = _get_polygon_count();
	const bool is_closed = !_is_line();

	if (edit_origin_and_center) {
		const Vector2 &center = _get_geometric_center();
		if (!center.is_zero_approx()) {
			const Vector2 point = xform.xform(center);
			p_overlay->draw_texture(nhandle, point - nhandle->get_size() * 0.5, Color(1, 1, 0.4));
			Size2 lbl_size = font->get_string_size("c", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size);
			p_overlay->draw_string_outline(font, point - lbl_size * 0.5, "c", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
			p_overlay->draw_string(font, point - lbl_size * 0.5, "c", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_color);
		}
		{
			const Vector2 point = xform.xform(Vector2());
			p_overlay->draw_texture(nhandle, point - nhandle->get_size() * 0.5, center.is_equal_approx(Vector2()) ? Color(1, 1, 0.4) : Color(1, 0.4, 1));
			Size2 lbl_size = font->get_string_size("o", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size);
			p_overlay->draw_string_outline(font, point - lbl_size * 0.5, "o", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
			p_overlay->draw_string(font, point - lbl_size * 0.5, "o", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_color);
		}
	}

	for (int j = -1; j < n_polygons; j++) {
		if (wip_active && wip_destructive && j != -1) {
			continue;