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Pixelorama/src/Tools/SelectionTools/MagicWand.gd

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GDScript3
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extends "res://src/Tools/SelectionTools/SelectionTool.gd"
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func draw_move(_position : Vector2) -> void:
pass
func draw_end(position : Vector2) -> void:
var project : Project = Global.current_project
if position.x < 0 or position.y < 0:
return
if position.x > project.size.x - 1 or position.y > project.size.y - 1:
return
if !_add and !_subtract and !_intersect:
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Global.canvas.selection.clear_selection()
var selection_bitmap_copy : BitMap = project.selection_bitmap.duplicate()
if _intersect:
var full_rect = Rect2(Vector2.ZERO, selection_bitmap_copy.get_size())
selection_bitmap_copy.set_bit_rect(full_rect, false)
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var cel_image := Image.new()
cel_image.copy_from(project.frames[project.current_frame].cels[project.current_layer].image)
cel_image.lock()
var color := cel_image.get_pixelv(position)
# Flood fill logic
var processed := BitMap.new()
processed.create(cel_image.get_size())
var q = [position]
for n in q:
if processed.get_bit(n):
continue
var west : Vector2 = n
var east : Vector2 = n
while west.x >= 0 && cel_image.get_pixelv(west).is_equal_approx(color):
west += Vector2.LEFT
while east.x < project.size.x && cel_image.get_pixelv(east).is_equal_approx(color):
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
var p := Vector2(px, n.y)
if _intersect:
selection_bitmap_copy.set_bit(p, project.selection_bitmap.get_bit(p))
else:
selection_bitmap_copy.set_bit(p, !_subtract)
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processed.set_bit(p, true)
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= 0 && cel_image.get_pixelv(north).is_equal_approx(color):
q.append(north)
if south.y < project.size.y && cel_image.get_pixelv(south).is_equal_approx(color):
q.append(south)
cel_image.unlock()
project.selection_bitmap = selection_bitmap_copy
Global.canvas.selection.big_bounding_rectangle = project.get_selection_rectangle(project.selection_bitmap)
Global.canvas.selection.commit_undo("Rectangle Select", undo_data)