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Pixelorama/src/UI/Canvas/Canvas.gd

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GDScript3
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class_name Canvas
extends Node2D
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var fill_color := Color(0, 0, 0, 0)
var current_pixel := Vector2.ZERO
var can_undo := true
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var cursor_image_has_changed := false
var sprite_changed_this_frame := false # for optimization purposes
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onready var currently_visible_frame : Viewport = $CurrentlyVisibleFrame
onready var current_frame_drawer = $CurrentlyVisibleFrame/CurrentFrameDrawer
onready var grid = $Grid
onready var tile_mode = $TileMode
onready var indicators = $Indicators
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var frame : Frame = new_empty_frame(true)
Global.current_project.frames.append(frame)
yield(get_tree().create_timer(0.2), "timeout")
camera_zoom()
func _draw() -> void:
Global.second_viewport.get_child(0).get_node("CanvasPreview").update()
Global.small_preview_viewport.get_child(0).get_node("CanvasPreview").update()
var current_cels : Array = Global.current_project.frames[Global.current_project.current_frame].cels
var _position := position
var _scale := scale
if Global.mirror_view:
_position.x = _position.x + Global.current_project.size.x
_scale.x = -1
draw_set_transform(_position, rotation, _scale)
# Draw current frame layers
for i in range(Global.current_project.layers.size()):
var modulate_color := Color(1, 1, 1, current_cels[i].opacity)
if Global.current_project.layers[i].visible: # if it's visible
draw_texture(current_cels[i].image_texture, Vector2.ZERO, modulate_color)
if Global.onion_skinning:
onion_skinning()
currently_visible_frame.size = Global.current_project.size
current_frame_drawer.update()
tile_mode.update()
draw_set_transform(position, rotation, scale)
func _input(event : InputEvent) -> void:
# Don't process anything below if the input isn't a mouse event, or Shift/Ctrl.
# This decreases CPU/GPU usage slightly.
if not event is InputEventMouse:
if not event is InputEventKey:
return
elif not event.scancode in [KEY_SHIFT, KEY_CONTROL]:
return
# elif not get_viewport_rect().has_point(event.position):
# return
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# Do not use self.get_local_mouse_position() because it return unexpected
# value when shrink parameter is not equal to one. At godot version 3.2.3
var tmp_transform = get_canvas_transform().affine_inverse()
var tmp_position = Global.main_viewport.get_local_mouse_position()
current_pixel = tmp_transform.basis_xform(tmp_position) + tmp_transform.origin
if Global.has_focus:
update()
sprite_changed_this_frame = false
var current_project : Project = Global.current_project
if Global.has_focus:
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if !cursor_image_has_changed:
cursor_image_has_changed = true
if Global.show_left_tool_icon:
Global.left_cursor.visible = true
if Global.show_right_tool_icon:
Global.right_cursor.visible = true
else:
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if cursor_image_has_changed:
cursor_image_has_changed = false
Global.left_cursor.visible = false
Global.right_cursor.visible = false
Tools.handle_draw(current_pixel.floor(), event)
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if sprite_changed_this_frame:
update_texture(current_project.current_layer)
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func camera_zoom() -> void:
# Set camera zoom based on the sprite size
var bigger_canvas_axis = max(Global.current_project.size.x, Global.current_project.size.y)
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var zoom_max := Vector2(bigger_canvas_axis, bigger_canvas_axis) * 0.01
var cameras = [Global.camera, Global.camera2, Global.camera_preview]
for camera in cameras:
if zoom_max > Vector2.ONE:
camera.zoom_max = zoom_max
else:
camera.zoom_max = Vector2.ONE
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if camera == Global.camera_preview:
Global.preview_zoom_slider.max_value = -camera.zoom_min.x
Global.preview_zoom_slider.min_value = -camera.zoom_max.x
camera.fit_to_frame(Global.current_project.size)
camera.save_values_to_project()
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Global.transparent_checker._ready() # To update the rect size
func new_empty_frame(first_time := false, single_layer := false, size := Global.current_project.size) -> Frame:
var frame := Frame.new()
for l in Global.current_project.layers: # Create as many cels as there are layers
# The sprite itself
var sprite := Image.new()
if first_time:
if Global.config_cache.has_section_key("preferences", "default_image_width"):
Global.current_project.size.x = Global.config_cache.get_value("preferences", "default_image_width")
if Global.config_cache.has_section_key("preferences", "default_image_height"):
Global.current_project.size.y = Global.config_cache.get_value("preferences", "default_image_height")
if Global.config_cache.has_section_key("preferences", "default_fill_color"):
fill_color = Global.config_cache.get_value("preferences", "default_fill_color")
sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
sprite.fill(fill_color)
sprite.lock()
frame.cels.append(Cel.new(sprite, 1))
if single_layer:
break
return frame
func handle_undo(action : String, project : Project = Global.current_project, layer_index := -2, frame_index := -2) -> void:
if !can_undo:
return
if layer_index <= -2:
layer_index = project.current_layer
if frame_index <= -2:
frame_index = project.current_frame
var cels := []
var frames := []
var layers := []
if frame_index == -1:
frames = project.frames
else:
frames.append(project.frames[frame_index])
if layer_index == -1:
layers = project.layers
else:
layers.append(project.layers[layer_index])
for f in frames:
for l in layers:
var index = project.layers.find(l)
cels.append(f.cels[index])
project.undos += 1
project.undo_redo.create_action(action)
for cel in cels:
# If we don't unlock the image, it doesn't work properly
cel.image.unlock()
var data = cel.image.data
cel.image.lock()
project.undo_redo.add_undo_property(cel.image, "data", data)
project.undo_redo.add_undo_method(Global, "undo", frame_index, layer_index, project)
can_undo = false
func handle_redo(_action : String, project : Project = Global.current_project, layer_index := -2, frame_index := -2) -> void:
can_undo = true
if project.undos < project.undo_redo.get_version():
return
if layer_index <= -2:
layer_index = project.current_layer
if frame_index <= -2:
frame_index = project.current_frame
var cels := []
var frames := []
var layers := []
if frame_index == -1:
frames = project.frames
else:
frames.append(project.frames[frame_index])
if layer_index == -1:
layers = project.layers
else:
layers.append(project.layers[layer_index])
for f in frames:
for l in layers:
var index = project.layers.find(l)
cels.append(f.cels[index])
for cel in cels:
project.undo_redo.add_do_property(cel.image, "data", cel.image.data)
project.undo_redo.add_do_method(Global, "redo", frame_index, layer_index, project)
project.undo_redo.commit_action()
func update_texture(layer_index : int, frame_index := -1, project : Project = Global.current_project) -> void:
if frame_index == -1:
frame_index = project.current_frame
var current_cel : Cel = project.frames[frame_index].cels[layer_index]
current_cel.image_texture.create_from_image(current_cel.image, 0)
if project == Global.current_project:
var frame_texture_rect : TextureRect
frame_texture_rect = Global.find_node_by_name(project.layers[layer_index].frame_container.get_child(frame_index), "CelTexture")
frame_texture_rect.texture = current_cel.image_texture
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func onion_skinning() -> void:
# Past
if Global.onion_skinning_past_rate > 0:
var color : Color
if Global.onion_skinning_blue_red:
color = Color.blue
else:
color = Color.white
for i in range(1, Global.onion_skinning_past_rate + 1):
if Global.current_project.current_frame >= i:
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var layer_i := 0
for layer in Global.current_project.frames[Global.current_project.current_frame - i].cels:
if Global.current_project.layers[layer_i].visible:
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color.a = 0.6 / i
draw_texture(layer.image_texture, Vector2.ZERO, color)
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layer_i += 1
# Future
if Global.onion_skinning_future_rate > 0:
var color : Color
if Global.onion_skinning_blue_red:
color = Color.red
else:
color = Color.white
for i in range(1, Global.onion_skinning_future_rate + 1):
if Global.current_project.current_frame < Global.current_project.frames.size() - i:
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var layer_i := 0
for layer in Global.current_project.frames[Global.current_project.current_frame + i].cels:
if Global.current_project.layers[layer_i].visible:
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color.a = 0.6 / i
draw_texture(layer.image_texture, Vector2.ZERO, color)
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layer_i += 1