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Pixelorama/src/Autoload/Tools.gd

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GDScript3
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extends Node
signal color_changed(color, button)
var pen_pressure := 1.0
var horizontal_mirror := false
var vertical_mirror := false
var pixel_perfect := false
var tools := {
"RectSelect":
Tool.new(
"RectSelect",
"Rectangular Selection",
"rectangle_select",
preload("res://src/Tools/SelectionTools/RectSelect.tscn")
),
"EllipseSelect":
Tool.new(
"EllipseSelect",
"Elliptical Selection",
"ellipse_select",
preload("res://src/Tools/SelectionTools/EllipseSelect.tscn")
),
"PolygonSelect":
Tool.new(
"PolygonSelect",
"Polygonal Selection",
"polygon_select",
preload("res://src/Tools/SelectionTools/PolygonSelect.tscn"),
"Double-click to connect the last point to the starting point"
),
"ColorSelect":
Tool.new(
"ColorSelect",
"Select By Color",
"color_select",
preload("res://src/Tools/SelectionTools/ColorSelect.tscn")
),
"MagicWand":
Tool.new(
"MagicWand",
"Magic Wand",
"magic_wand",
preload("res://src/Tools/SelectionTools/MagicWand.tscn")
),
"Lasso":
Tool.new(
"Lasso",
"Lasso / Free Select Tool",
"lasso",
preload("res://src/Tools/SelectionTools/Lasso.tscn")
),
"Move": Tool.new("Move", "Move", "move", preload("res://src/Tools/Move.tscn")),
"Zoom": Tool.new("Zoom", "Zoom", "zoom", preload("res://src/Tools/Zoom.tscn")),
"Pan": Tool.new("Pan", "Pan", "pan", preload("res://src/Tools/Pan.tscn")),
"ColorPicker":
Tool.new(
"ColorPicker",
"Color Picker",
"colorpicker",
preload("res://src/Tools/ColorPicker.tscn"),
"Select a color from a pixel of the sprite"
),
"Pencil":
Tool.new(
"Pencil",
"Pencil",
"pencil",
preload("res://src/Tools/Pencil.tscn"),
"Hold %s to make a line",
["draw_create_line"]
),
"Eraser":
Tool.new(
"Eraser",
"Eraser",
"eraser",
preload("res://src/Tools/Eraser.tscn"),
"Hold %s to make a line",
["draw_create_line"]
),
"Bucket": Tool.new("Bucket", "Bucket", "fill", preload("res://src/Tools/Bucket.tscn")),
"Shading":
Tool.new("Shading", "Shading Tool", "shading", preload("res://src/Tools/Shading.tscn")),
"LineTool":
Tool.new(
"LineTool",
"Line Tool",
"linetool",
preload("res://src/Tools/LineTool.tscn"),
"""Hold %s to snap the angle of the line
Hold %s to center the shape on the click origin
Hold %s to displace the shape's origin""",
["shape_perfect", "shape_center", "shape_displace"]
),
"RectangleTool":
Tool.new(
"RectangleTool",
"Rectangle Tool",
"rectangletool",
preload("res://src/Tools/RectangleTool.tscn"),
"""Hold %s to create a 1:1 shape
Hold %s to center the shape on the click origin
Hold %s to displace the shape's origin""",
["shape_perfect", "shape_center", "shape_displace"]
),
"EllipseTool":
Tool.new(
"EllipseTool",
"Ellipse Tool",
"ellipsetool",
preload("res://src/Tools/EllipseTool.tscn"),
"""Hold %s to create a 1:1 shape
Hold %s to center the shape on the click origin
Hold %s to displace the shape's origin""",
["shape_perfect", "shape_center", "shape_displace"]
),
}
var _tool_button_scene: PackedScene = preload("res://src/Tools/ToolButton.tscn")
var _slots := {}
var _panels := {}
var _tool_buttons: Node
var _active_button := -1
var _last_position := Vector2.INF
class Tool:
var name := ""
var display_name := ""
var scene: PackedScene
var icon: Texture
var cursor_icon: Texture
var shortcut := ""
var extra_hint := ""
var extra_shortcuts := [] # Array of String(s)
var button_node: BaseButton
func _init(
_name: String,
_display_name: String,
_shortcut: String,
_scene: PackedScene,
_extra_hint := "",
_extra_shortucts := []
) -> void:
name = _name
display_name = _display_name
shortcut = _shortcut
scene = _scene
extra_hint = _extra_hint
extra_shortcuts = _extra_shortucts
icon = load("res://assets/graphics/tools/%s.png" % name.to_lower())
cursor_icon = load("res://assets/graphics/tools/cursors/%s.png" % name.to_lower())
func generate_hint_tooltip() -> String:
var hint := display_name
var shortcuts := []
var left_text := ""
var right_text := ""
if InputMap.has_action("left_" + shortcut + "_tool"):
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
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var left_list := InputMap.get_action_list("left_" + shortcut + "_tool")
if left_list.size() > 0:
var left_shortcut: String = left_list[0].as_text()
shortcuts.append(left_shortcut)
left_text = "\n%s for left mouse button"
if InputMap.has_action("right_" + shortcut + "_tool"):
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
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var right_list := InputMap.get_action_list("right_" + shortcut + "_tool")
if right_list.size() > 0:
var right_shortcut: String = right_list[0].as_text()
shortcuts.append(right_shortcut)
right_text = "\n%s for right mouse button"
if !shortcuts.empty():
hint += "\n" + left_text + right_text
if !extra_hint.empty():
hint += "\n\n" + extra_hint
var extra_shortcuts_mapped := []
for event in extra_shortcuts:
var key: InputEventKey = Keychain.action_get_first_key(event)
var key_string := "None"
if key:
key_string = OS.get_scancode_string(key.get_scancode_with_modifiers())
extra_shortcuts_mapped.append(key_string)
shortcuts.append_array(extra_shortcuts_mapped)
if shortcuts.empty():
hint = tr(hint)
else:
hint = tr(hint) % shortcuts
return hint
class Slot:
var name: String
var kname: String
var tool_node: Node = null
var button: int
var color: Color
func _init(slot_name: String) -> void:
name = slot_name
kname = name.replace(" ", "_").to_lower()
func _ready() -> void:
_tool_buttons = Global.control.find_node("ToolButtons")
for t in tools:
add_tool_button(tools[t])
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
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var tool_shortcut: String = Tools.tools[t].shortcut
var left_tool_shortcut := "left_%s_tool" % tool_shortcut
var right_tool_shortcut := "right_%s_tool" % tool_shortcut
Keychain.actions[left_tool_shortcut] = Keychain.InputAction.new("", "Left")
Keychain.actions[right_tool_shortcut] = Keychain.InputAction.new("", "Right")
_slots[BUTTON_LEFT] = Slot.new("Left tool")
_slots[BUTTON_RIGHT] = Slot.new("Right tool")
_panels[BUTTON_LEFT] = Global.control.find_node("LeftPanelContainer", true, false)
_panels[BUTTON_RIGHT] = Global.control.find_node("RightPanelContainer", true, false)
var tool_name: String = Global.config_cache.get_value(
_slots[BUTTON_LEFT].kname, "tool", "Pencil"
)
if not tool_name in tools:
tool_name = "Pencil"
set_tool(tool_name, BUTTON_LEFT)
tool_name = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "tool", "Eraser")
if not tool_name in tools:
tool_name = "Eraser"
set_tool(tool_name, BUTTON_RIGHT)
update_tool_buttons()
horizontal_mirror = Global.config_cache.get_value("preferences", "horizontal_mirror", false)
vertical_mirror = Global.config_cache.get_value("preferences", "vertical_mirror", false)
pixel_perfect = Global.config_cache.get_value("preferences", "pixel_perfect", false)
# Yield is necessary for the color picker nodes to update their color values
yield(get_tree(), "idle_frame")
var color_value: Color = Global.config_cache.get_value(
_slots[BUTTON_LEFT].kname, "color", Color.black
)
assign_color(color_value, BUTTON_LEFT, false)
color_value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "color", Color.white)
assign_color(color_value, BUTTON_RIGHT, false)
update_tool_cursors()
func add_tool_button(t: Tool) -> void:
var tool_button: BaseButton = _tool_button_scene.instance()
tool_button.name = t.name
tool_button.get_node("BackgroundLeft").modulate = Global.left_tool_color
tool_button.get_node("BackgroundRight").modulate = Global.right_tool_color
tool_button.get_node("ToolIcon").texture = t.icon
tool_button.hint_tooltip = t.generate_hint_tooltip()
t.button_node = tool_button
_tool_buttons.add_child(tool_button)
tool_button.connect("pressed", _tool_buttons, "_on_Tool_pressed", [tool_button])
func remove_tool(t: Tool) -> void:
t.button_node.queue_free()
tools.erase(t.name)
func set_tool(name: String, button: int) -> void:
var slot = _slots[button]
var panel: Node = _panels[button]
var node: Node = tools[name].scene.instance()
if button == BUTTON_LEFT: # As guides are only moved with left mouse
if name == "Pan": # tool you want to give more access at guides
Global.move_guides_on_canvas = true
else:
Global.move_guides_on_canvas = false
node.name = name
node.tool_slot = slot
slot.tool_node = node
slot.button = button
panel.add_child(slot.tool_node)
func assign_tool(name: String, button: int) -> void:
var slot = _slots[button]
var panel: Node = _panels[button]
if slot.tool_node != null:
if slot.tool_node.name == name:
return
panel.remove_child(slot.tool_node)
slot.tool_node.queue_free()
set_tool(name, button)
update_tool_buttons()
update_tool_cursors()
Global.config_cache.set_value(slot.kname, "tool", name)
func default_color() -> void:
assign_color(Color.black, BUTTON_LEFT)
assign_color(Color.white, BUTTON_RIGHT)
func swap_color() -> void:
var left = _slots[BUTTON_LEFT].color
var right = _slots[BUTTON_RIGHT].color
assign_color(right, BUTTON_LEFT, false)
assign_color(left, BUTTON_RIGHT, false)
func assign_color(color: Color, button: int, change_alpha := true) -> void:
var c: Color = _slots[button].color
# This was requested by Issue #54 on GitHub
if color.a == 0 and change_alpha:
if color.r != c.r or color.g != c.g or color.b != c.b:
color.a = 1
_slots[button].color = color
Global.config_cache.set_value(_slots[button].kname, "color", color)
emit_signal("color_changed", color, button)
# If current palette has that color then select that color
Global.palette_panel.palette_grid.find_and_select_color(button, color)
func get_assigned_color(button: int) -> Color:
return _slots[button].color
func set_button_size(button_size: int) -> void:
var size := Vector2(24, 24) if button_size == Global.ButtonSize.SMALL else Vector2(32, 32)
for t in _tool_buttons.get_children():
t.rect_min_size = size
t.get_node("BackgroundLeft").rect_size.x = size.x / 2
t.get_node("BackgroundRight").rect_size.x = size.x / 2
t.get_node("BackgroundRight").rect_position = size
func update_tool_buttons() -> void:
for child in _tool_buttons.get_children():
var left_background: NinePatchRect = child.get_node("BackgroundLeft")
var right_background: NinePatchRect = child.get_node("BackgroundRight")
left_background.visible = _slots[BUTTON_LEFT].tool_node.name == child.name
right_background.visible = _slots[BUTTON_RIGHT].tool_node.name == child.name
func update_hint_tooltips() -> void:
for tool_name in tools:
var t: Tool = tools[tool_name]
t.button_node.hint_tooltip = t.generate_hint_tooltip()
func update_tool_cursors() -> void:
var left_tool: Tool = tools[_slots[BUTTON_LEFT].tool_node.name]
Global.control.left_cursor.texture = left_tool.cursor_icon
var right_tool: Tool = tools[_slots[BUTTON_RIGHT].tool_node.name]
Global.control.right_cursor.texture = right_tool.cursor_icon
func draw_indicator() -> void:
if Global.right_square_indicator_visible:
_slots[BUTTON_RIGHT].tool_node.draw_indicator(false)
if Global.left_square_indicator_visible:
_slots[BUTTON_LEFT].tool_node.draw_indicator(true)
func draw_preview() -> void:
_slots[BUTTON_LEFT].tool_node.draw_preview()
_slots[BUTTON_RIGHT].tool_node.draw_preview()
func handle_draw(position: Vector2, event: InputEvent) -> void:
if not (Global.can_draw and Global.has_focus):
return
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var draw_pos := position
if Global.mirror_view:
draw_pos.x = Global.current_project.size.x - position.x - 1
if event.is_action_pressed("activate_left_tool") and _active_button == -1:
_active_button = BUTTON_LEFT
_slots[_active_button].tool_node.draw_start(draw_pos)
elif event.is_action_released("activate_left_tool") and _active_button == BUTTON_LEFT:
_slots[_active_button].tool_node.draw_end(draw_pos)
_active_button = -1
elif event.is_action("activate_right_tool") and _active_button == -1:
_active_button = BUTTON_RIGHT
_slots[_active_button].tool_node.draw_start(draw_pos)
elif event.is_action_released("activate_right_tool") and _active_button == BUTTON_RIGHT:
_slots[_active_button].tool_node.draw_end(draw_pos)
_active_button = -1
if event is InputEventMouseMotion:
pen_pressure = event.pressure
if Global.pressure_sensitivity_mode == Global.PressureSensitivity.NONE:
pen_pressure = 1.0
if not position.is_equal_approx(_last_position):
_last_position = position
_slots[BUTTON_LEFT].tool_node.cursor_move(position)
_slots[BUTTON_RIGHT].tool_node.cursor_move(position)
if _active_button != -1:
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_slots[_active_button].tool_node.draw_move(draw_pos)
var project: Project = Global.current_project
var text := "[%s×%s]" % [project.size.x, project.size.y]
if Global.has_focus:
text += " %s, %s" % [position.x, position.y]
if not _slots[BUTTON_LEFT].tool_node.cursor_text.empty():
text += " %s" % _slots[BUTTON_LEFT].tool_node.cursor_text
if not _slots[BUTTON_RIGHT].tool_node.cursor_text.empty():
text += " %s" % _slots[BUTTON_RIGHT].tool_node.cursor_text
Global.cursor_position_label.text = text