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Pixelorama/src/Canvas.gd

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GDScript3
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class_name Canvas
extends Node2D
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var layers := []
var current_layer_index := 0
var location := Vector2.ZERO
var size := Vector2(64, 64)
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var fill_color := Color(0, 0, 0, 0)
var frame := 0
var current_pixel := Vector2.ZERO # pretty much same as mouse_pos, but can be accessed externally
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var previous_mouse_pos := Vector2.ZERO
var previous_mouse_pos_for_lines := Vector2.ZERO
var can_undo := true
var cursor_inside_canvas := false
var previous_action := -1
var west_limit := location.x
var east_limit := location.x + size.x
var north_limit := location.y
var south_limit := location.y + size.y
var mouse_inside_canvas := false # used for undo
var sprite_changed_this_frame := false # for optimization purposes
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var is_making_line := false
var made_line := false
var is_making_selection := "None"
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var line_2d : Line2D
var pen_pressure := 1.0 # For tablet pressure sensitivity
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var fill_layers := layers.empty()
var layer_i := 0
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for l in Global.layers:
if fill_layers:
# The sprite itself
var sprite := Image.new()
if Global.is_default_image:
if Global.config_cache.has_section_key("preferences", "default_width"):
size.x = Global.config_cache.get_value("preferences", "default_width")
if Global.config_cache.has_section_key("preferences", "default_height"):
size.y = Global.config_cache.get_value("preferences", "default_height")
if Global.config_cache.has_section_key("preferences", "default_fill_color"):
fill_color = Global.config_cache.get_value("preferences", "default_fill_color")
Global.is_default_image = !Global.is_default_image
sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
sprite.fill(fill_color)
sprite.lock()
var tex := ImageTexture.new()
tex.create_from_image(sprite, 0)
# Store [Image, ImageTexture, Opacity]
layers.append([sprite, tex, 1])
if self in l[5]:
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# If the linked button is pressed, set as the Image & ImageTexture
# to be the same as the first linked cel
layers[layer_i][0] = l[5][0].layers[layer_i][0]
layers[layer_i][1] = l[5][0].layers[layer_i][1]
layer_i += 1
# Only handle camera zoom settings & offset on the first frame
if Global.canvases[0] == self:
camera_zoom()
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line_2d = Line2D.new()
line_2d.width = 0.5
line_2d.default_color = Color.darkgray
line_2d.add_point(previous_mouse_pos_for_lines)
line_2d.add_point(previous_mouse_pos_for_lines)
add_child(line_2d)
func _draw() -> void:
# Onion Skinning
if Global.onion_skinning:
# 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_frame >= i:
var layer_i := 0
for layer in Global.canvases[Global.current_frame - i].layers:
if Global.layers[layer_i][1]: # If it's visible
color.a = 0.6 / i
draw_texture(layer[1], location, color)
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_frame < Global.canvases.size() - i:
var layer_i := 0
for layer in Global.canvases[Global.current_frame + i].layers:
if Global.layers[layer_i][1]: # If it's visible
color.a = 0.6 / i
draw_texture(layer[1], location, color)
layer_i += 1
# Draw current frame layers
for i in range(layers.size()):
var modulate_color := Color(1, 1, 1, layers[i][2])
if Global.layers[i][1]: # if it's visible
draw_texture(layers[i][1], location, modulate_color)
if Global.tile_mode:
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draw_texture(layers[i][1], Vector2(location.x, location.y + size.y), modulate_color) # Down
draw_texture(layers[i][1], Vector2(location.x - size.x, location.y + size.y), modulate_color) # Down Left
draw_texture(layers[i][1], Vector2(location.x - size.x, location.y), modulate_color) # Left
draw_texture(layers[i][1], location - size, modulate_color) # Up left
draw_texture(layers[i][1], Vector2(location.x, location.y - size.y), modulate_color) # Up
draw_texture(layers[i][1], Vector2(location.x + size.x, location.y - size.y), modulate_color) # Up right
draw_texture(layers[i][1], Vector2(location.x + size.x, location.y), modulate_color) # Right
draw_texture(layers[i][1], location + size, modulate_color) # Down right
# Idea taken from flurick (on GitHub)
if Global.draw_grid:
if Global.grid_type == Global.Grid_Types.CARTESIAN || Global.grid_type == Global.Grid_Types.ALL:
for x in range(Global.grid_width, size.x, Global.grid_width):
draw_line(Vector2(x, location.y), Vector2(x, size.y), Global.grid_color, true)
for y in range(Global.grid_height, size.y, Global.grid_height):
draw_line(Vector2(location.x, y), Vector2(size.x, y), Global.grid_color, true)
if Global.grid_type == Global.Grid_Types.ISOMETRIC || Global.grid_type == Global.Grid_Types.ALL:
var prev_x := 0
var prev_y := 0
for y in range(0, size.y + 1, Global.grid_width):
var yy1 = y + size.y * tan(deg2rad(26.565)) # 30 degrees
if yy1 <= (size.y + 0.01):
draw_line(Vector2(location.x, y), Vector2(size.x, yy1),Global.grid_color)
else:
var xx1 = (size.x - y) * tan(deg2rad(90 - 26.565)) # 60 degrees
draw_line(Vector2(location.x, y), Vector2(xx1, size.y), Global.grid_color)
for y in range(0, size.y + 1, Global.grid_height):
var xx2 = y * tan(deg2rad(90 - 26.565)) # 60 degrees
if xx2 <= (size.x + 0.01):
draw_line(Vector2(location.x, y), Vector2(xx2, location.y), Global.grid_color)
prev_y = location.y
else:
var distance = (xx2 - prev_x) / 2
#var yy2 = (size.y - y) * tan(deg2rad(26.565)) # 30 degrees
var yy2 = prev_y + distance
draw_line(Vector2(location.x, y), Vector2(size.x, yy2), Global.grid_color)
prev_y = yy2
prev_x = xx2
for x in range(0, size.x, Global.grid_width * 2):
if x == 0:
continue
var yy1 = (size.x - x) * tan(deg2rad(26.565)) # 30 degrees
draw_line(Vector2(x, location.y), Vector2(size.x, yy1), Global.grid_color)
for x in range(0, size.x, Global.grid_height * 2):
var yy2 = (size.x - x) * tan(deg2rad(26.565)) # 30 degrees
draw_line(Vector2(x, size.y), Vector2(size.x, size.y - yy2), Global.grid_color)
# Draw rectangle to indicate the pixel currently being hovered on
var mouse_pos := current_pixel
mouse_pos = mouse_pos.floor()
if Global.left_square_indicator_visible && Global.can_draw:
if Global.current_left_brush_type == Global.Brush_Types.PIXEL || Global.current_left_tool == Global.Tools.LIGHTENDARKEN:
if Global.current_left_tool == Global.Tools.PENCIL || Global.current_left_tool == Global.Tools.ERASER || Global.current_left_tool == Global.Tools.LIGHTENDARKEN:
var start_pos_x = mouse_pos.x - (Global.left_brush_size >> 1)
var start_pos_y = mouse_pos.y - (Global.left_brush_size >> 1)
draw_rect(Rect2(start_pos_x, start_pos_y, Global.left_brush_size, Global.left_brush_size), Color.blue, false)
elif Global.current_left_brush_type == Global.Brush_Types.CIRCLE || Global.current_left_brush_type == Global.Brush_Types.FILLED_CIRCLE:
if Global.current_left_tool == Global.Tools.PENCIL || Global.current_left_tool == Global.Tools.ERASER:
draw_set_transform(mouse_pos, rotation, scale)
for rect in Global.left_circle_points:
draw_rect(Rect2(rect, Vector2.ONE), Color.blue, false)
draw_set_transform(position, rotation, scale)
else:
if Global.current_left_tool == Global.Tools.PENCIL || Global.current_left_tool == Global.Tools.ERASER:
var custom_brush_size = Global.custom_left_brush_image.get_size() - Vector2.ONE
var dst := rectangle_center(mouse_pos, custom_brush_size)
draw_texture(Global.custom_left_brush_texture, dst)
if Global.right_square_indicator_visible && Global.can_draw:
if Global.current_right_brush_type == Global.Brush_Types.PIXEL || Global.current_right_tool == Global.Tools.LIGHTENDARKEN:
if Global.current_right_tool == Global.Tools.PENCIL || Global.current_right_tool == Global.Tools.ERASER || Global.current_right_tool == Global.Tools.LIGHTENDARKEN:
var start_pos_x = mouse_pos.x - (Global.right_brush_size >> 1)
var start_pos_y = mouse_pos.y - (Global.right_brush_size >> 1)
draw_rect(Rect2(start_pos_x, start_pos_y, Global.right_brush_size, Global.right_brush_size), Color.red, false)
elif Global.current_right_brush_type == Global.Brush_Types.CIRCLE || Global.current_right_brush_type == Global.Brush_Types.FILLED_CIRCLE:
if Global.current_right_tool == Global.Tools.PENCIL || Global.current_right_tool == Global.Tools.ERASER:
draw_set_transform(mouse_pos, rotation, scale)
for rect in Global.right_circle_points:
draw_rect(Rect2(rect, Vector2.ONE), Color.red, false)
draw_set_transform(position, rotation, scale)
else:
if Global.current_right_tool == Global.Tools.PENCIL || Global.current_right_tool == Global.Tools.ERASER:
var custom_brush_size = Global.custom_right_brush_image.get_size() - Vector2.ONE
var dst := rectangle_center(mouse_pos, custom_brush_size)
draw_texture(Global.custom_right_brush_texture, dst)
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 event is InputEventKey:
if event.scancode != KEY_SHIFT && event.scancode != KEY_CONTROL:
return
else:
return
if (Input.is_action_just_released("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_released("right_mouse") && !Input.is_action_pressed("left_mouse")):
made_line = false
DrawingAlgos.mouse_press_pixels.clear()
DrawingAlgos.mouse_press_pressure_values.clear()
DrawingAlgos.pixel_perfect_drawer.reset()
DrawingAlgos.pixel_perfect_drawer_h_mirror.reset()
DrawingAlgos.pixel_perfect_drawer_v_mirror.reset()
DrawingAlgos.pixel_perfect_drawer_hv_mirror.reset()
can_undo = true
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current_pixel = get_local_mouse_position() + location
if Global.current_frame != frame || Global.layers[Global.current_layer][2]:
previous_mouse_pos = current_pixel
previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x)
previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y)
return
if Global.has_focus:
update()
# Godot 3.2 and above only code
if Engine.get_version_info().major == 3 && Engine.get_version_info().minor >= 2:
if event is InputEventMouseMotion:
pen_pressure = event.pressure
# To be removed once Godot 3.2.2 is out of beta
if event.pressure == 0.0: # Drawing with mouse
pen_pressure = 1 # This causes problems with tablets though
sprite_changed_this_frame = false
var sprite : Image = layers[Global.current_layer][0]
var mouse_pos := current_pixel
var mouse_pos_floored := mouse_pos.floor()
var mouse_pos_ceiled := mouse_pos.ceil()
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var current_mouse_button := "None"
var current_action := -1
var current_color : Color
var fill_area := 0 # For the bucket tool
# For the LightenDarken tool
var ld := 0
var ld_amount := 0.1
var color_picker_for := 0
var zoom_mode := 0
west_limit = location.x
east_limit = location.x + size.x
north_limit = location.y
south_limit = location.y + size.y
if Global.selected_pixels.size() != 0:
west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x)
east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x)
north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y)
south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y)
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
current_mouse_button = "left_mouse"
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current_action = Global.current_left_tool
current_color = Global.left_color_picker.color
fill_area = Global.left_fill_area
ld = Global.left_ld
ld_amount = Global.left_ld_amount
color_picker_for = Global.left_color_picker_for
zoom_mode = Global.left_zoom_mode
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elif Input.is_mouse_button_pressed(BUTTON_RIGHT):
current_mouse_button = "right_mouse"
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current_action = Global.current_right_tool
current_color = Global.right_color_picker.color
fill_area = Global.right_fill_area
ld = Global.right_ld
ld_amount = Global.right_ld_amount
color_picker_for = Global.right_color_picker_for
zoom_mode = Global.right_zoom_mode
if Global.has_focus:
Global.cursor_position_label.text = "[%s×%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y]
if !cursor_inside_canvas:
cursor_inside_canvas = true
if Global.cursor_image.get_data().get_size() != Vector2.ZERO:
Input.set_custom_mouse_cursor(Global.cursor_image, 0, Vector2(15, 15))
if Global.show_left_tool_icon:
Global.left_cursor.visible = true
if Global.show_right_tool_icon:
Global.right_cursor.visible = true
else:
if !Input.is_mouse_button_pressed(BUTTON_LEFT) && !Input.is_mouse_button_pressed(BUTTON_RIGHT):
if mouse_inside_canvas:
mouse_inside_canvas = false
Global.cursor_position_label.text = "[%s×%s]" % [size.x, size.y]
if cursor_inside_canvas:
cursor_inside_canvas = false
Global.left_cursor.visible = false
Global.right_cursor.visible = false
Input.set_custom_mouse_cursor(null)
# Handle Undo/Redo
var can_handle : bool = Global.can_draw && Global.has_focus && !made_line
var mouse_pressed : bool = (Input.is_action_just_pressed("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_pressed("right_mouse") && !Input.is_action_pressed("left_mouse"))
if mouse_pressed:
if can_handle || is_making_line:
if current_action != -1 && current_action != Global.Tools.COLORPICKER && current_action != Global.Tools.ZOOM:
if current_action == Global.Tools.RECTSELECT:
handle_undo("Rectangle Select")
else:
handle_undo("Draw")
elif (Input.is_action_just_released("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_released("right_mouse") && !Input.is_action_pressed("left_mouse")):
if can_handle || Global.undos == Global.undo_redo.get_version():
if previous_action != -1 && previous_action != Global.Tools.RECTSELECT && current_action != Global.Tools.COLORPICKER && current_action != Global.Tools.ZOOM:
handle_redo("Draw")
match current_action: # Handle current tool
Global.Tools.PENCIL:
pencil_and_eraser(sprite, mouse_pos, current_color, current_mouse_button, current_action)
Global.Tools.ERASER:
pencil_and_eraser(sprite, mouse_pos, Color(0, 0, 0, 0), current_mouse_button, current_action)
Global.Tools.BUCKET:
if can_handle:
var fill_with := 0
var pattern_image : Image
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var pattern_offset : Vector2
if current_mouse_button == "left_mouse":
fill_with = Global.left_fill_with
pattern_image = Global.pattern_left_image
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pattern_offset = Global.left_fill_pattern_offset
elif current_mouse_button == "right_mouse":
fill_with = Global.right_fill_with
pattern_image = Global.pattern_right_image
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pattern_offset = Global.right_fill_pattern_offset
if fill_area == 0: # Paint the specific area of the same color
var horizontal_mirror := false
var vertical_mirror := false
var mirror_x := east_limit + west_limit - mouse_pos_floored.x - 1
var mirror_y := south_limit + north_limit - mouse_pos_floored.y - 1
if current_mouse_button == "left_mouse":
horizontal_mirror = Global.left_horizontal_mirror
vertical_mirror = Global.left_vertical_mirror
elif current_mouse_button == "right_mouse":
horizontal_mirror = Global.right_horizontal_mirror
vertical_mirror = Global.right_vertical_mirror
if fill_with == 1 && pattern_image: # Pattern fill
DrawingAlgos.pattern_fill(sprite, mouse_pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset)
if horizontal_mirror:
var pos := Vector2(mirror_x, mouse_pos.y)
DrawingAlgos.pattern_fill(sprite, pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset)
if vertical_mirror:
var pos := Vector2(mouse_pos.x, mirror_y)
DrawingAlgos.pattern_fill(sprite, pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset)
if horizontal_mirror && vertical_mirror:
var pos := Vector2(mirror_x, mirror_y)
DrawingAlgos.pattern_fill(sprite, pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset)
else: # Flood fill
DrawingAlgos.flood_fill(sprite, mouse_pos, sprite.get_pixelv(mouse_pos), current_color)
if horizontal_mirror:
var pos := Vector2(mirror_x, mouse_pos.y)
DrawingAlgos.flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color)
if vertical_mirror:
var pos := Vector2(mouse_pos.x, mirror_y)
DrawingAlgos.flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color)
if horizontal_mirror && vertical_mirror:
var pos := Vector2(mirror_x, mirror_y)
DrawingAlgos.flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color)
else: # Paint all pixels of the same color
var pixel_color : Color = sprite.get_pixelv(mouse_pos)
for xx in range(west_limit, east_limit):
for yy in range(north_limit, south_limit):
var c : Color = sprite.get_pixel(xx, yy)
if c == pixel_color:
if fill_with == 1 && pattern_image: # Pattern fill
pattern_image.lock()
var pattern_size := pattern_image.get_size()
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var xxx : int = int(xx + pattern_offset.x) % int(pattern_size.x)
var yyy : int = int(yy + pattern_offset.y) % int(pattern_size.y)
var pattern_color : Color = pattern_image.get_pixel(xxx, yyy)
sprite.set_pixel(xx, yy, pattern_color)
pattern_image.unlock()
else:
sprite.set_pixel(xx, yy, current_color)
sprite_changed_this_frame = true
Global.Tools.LIGHTENDARKEN:
if can_handle:
var pixel_color : Color = sprite.get_pixelv(mouse_pos)
var color_changed : Color
if ld == 0: # Lighten
color_changed = pixel_color.lightened(ld_amount)
else: # Darken
color_changed = pixel_color.darkened(ld_amount)
pencil_and_eraser(sprite, mouse_pos, color_changed, current_mouse_button, current_action)
Global.Tools.RECTSELECT:
# Check SelectionRectangle.gd for more code on Rectangle Selection
if Global.can_draw && Global.has_focus:
# If we're creating a new selection
if Global.selected_pixels.size() == 0 || !point_in_rectangle(mouse_pos_floored, Global.selection_rectangle.polygon[0] - Vector2.ONE, Global.selection_rectangle.polygon[2]):
if Input.is_action_just_pressed(current_mouse_button):
Global.selection_rectangle.polygon[0] = mouse_pos_floored
Global.selection_rectangle.polygon[1] = mouse_pos_floored
Global.selection_rectangle.polygon[2] = mouse_pos_floored
Global.selection_rectangle.polygon[3] = mouse_pos_floored
is_making_selection = current_mouse_button
Global.selected_pixels.clear()
else:
if is_making_selection != "None": # If we're making a new selection...
var start_pos = Global.selection_rectangle.polygon[0]
if start_pos != mouse_pos_floored:
var end_pos := Vector2(mouse_pos_ceiled.x, mouse_pos_ceiled.y)
if mouse_pos.x < start_pos.x:
end_pos.x = mouse_pos_ceiled.x - 1
if mouse_pos.y < start_pos.y:
end_pos.y = mouse_pos_ceiled.y - 1
Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y)
Global.selection_rectangle.polygon[2] = end_pos
Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y)
Global.Tools.COLORPICKER:
if can_handle:
var image_data := Image.new()
image_data.copy_from(sprite)
image_data.lock()
var pixel_color : Color = image_data.get_pixelv(mouse_pos)
if color_picker_for == 0: # Pick for the left color
Global.left_color_picker.color = pixel_color
Global.update_left_custom_brush()
elif color_picker_for == 1: # Pick for the left color
Global.right_color_picker.color = pixel_color
Global.update_right_custom_brush()
Global.Tools.ZOOM:
if can_handle:
if zoom_mode == 0:
Global.camera.zoom_camera(-1)
else:
Global.camera.zoom_camera(1)
if Global.can_draw && Global.has_focus && Input.is_action_just_pressed("shift") && (["Pencil", "Eraser", "LightenDarken"].has(Global.current_left_tool) || ["Pencil", "Eraser", "LightenDarken"].has(Global.current_right_tool)):
is_making_line = true
line_2d.set_point_position(0, previous_mouse_pos_for_lines)
elif Input.is_action_just_released("shift"):
is_making_line = false
line_2d.set_point_position(1, line_2d.points[0])
if is_making_line:
var point0 : Vector2 = line_2d.points[0]
var angle := stepify(rad2deg(mouse_pos.angle_to_point(point0)), 0.01)
if Input.is_action_pressed("ctrl"):
angle = round(angle / 15) * 15
var distance : float = point0.distance_to(mouse_pos)
line_2d.set_point_position(1, point0 + Vector2.RIGHT.rotated(deg2rad(angle)) * distance)
else:
line_2d.set_point_position(1, mouse_pos)
if angle < 0:
angle = 360 + angle
Global.cursor_position_label.text += " %s°" % str(angle)
if is_making_selection != "None": # If we're making a selection
if Input.is_action_just_released(is_making_selection): # Finish selection when button is released
var start_pos = Global.selection_rectangle.polygon[0]
var end_pos = Global.selection_rectangle.polygon[2]
if start_pos.x > end_pos.x:
var temp = end_pos.x
end_pos.x = start_pos.x
start_pos.x = temp
if start_pos.y > end_pos.y:
var temp = end_pos.y
end_pos.y = start_pos.y
start_pos.y = temp
Global.selection_rectangle.polygon[0] = start_pos
Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y)
Global.selection_rectangle.polygon[2] = end_pos
Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y)
for xx in range(start_pos.x, end_pos.x):
for yy in range(start_pos.y, end_pos.y):
Global.selected_pixels.append(Vector2(xx, yy))
is_making_selection = "None"
handle_redo("Rectangle Select")
previous_action = current_action
previous_mouse_pos = current_pixel
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if sprite_changed_this_frame:
update_texture(Global.current_layer)
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func camera_zoom() -> void:
# Set camera zoom based on the sprite size
var bigger_canvas_axis = max(size.x, size.y)
var zoom_max := Vector2(bigger_canvas_axis, bigger_canvas_axis) * 0.01
if zoom_max > Vector2.ONE:
Global.camera.zoom_max = zoom_max
Global.camera2.zoom_max = zoom_max
Global.camera_preview.zoom_max = zoom_max
else:
Global.camera.zoom_max = Vector2.ONE
Global.camera2.zoom_max = Vector2.ONE
Global.camera_preview.zoom_max = Vector2.ONE
Global.camera.fit_to_frame(size)
Global.camera2.fit_to_frame(size)
Global.camera_preview.fit_to_frame(size)
Global.transparent_checker._ready() # To update the rect size
func handle_undo(action : String) -> void:
if !can_undo:
return
var canvases := []
var layer_index := -1
if Global.animation_timer.is_stopped(): # if we're not animating, store only the current canvas
canvases = [self]
layer_index = Global.current_layer
else: # If we're animating, store all canvases
canvases = Global.canvases
Global.undos += 1
Global.undo_redo.create_action(action)
for c in canvases:
# I'm not sure why I have to unlock it, but...
# ...if I don't, it doesn't work properly
c.layers[Global.current_layer][0].unlock()
var data = c.layers[Global.current_layer][0].data
c.layers[Global.current_layer][0].lock()
Global.undo_redo.add_undo_property(c.layers[Global.current_layer][0], "data", data)
if action == "Rectangle Select":
var selected_pixels = Global.selected_pixels.duplicate()
Global.undo_redo.add_undo_property(Global.selection_rectangle, "polygon", Global.selection_rectangle.polygon)
Global.undo_redo.add_undo_property(Global, "selected_pixels", selected_pixels)
Global.undo_redo.add_undo_method(Global, "undo", canvases, layer_index)
can_undo = false
func handle_redo(action : String) -> void:
can_undo = true
if Global.undos < Global.undo_redo.get_version():
return
var canvases := []
var layer_index := -1
if Global.animation_timer.is_stopped():
canvases = [self]
layer_index = Global.current_layer
else:
canvases = Global.canvases
for c in canvases:
Global.undo_redo.add_do_property(c.layers[Global.current_layer][0], "data", c.layers[Global.current_layer][0].data)
if action == "Rectangle Select":
Global.undo_redo.add_do_property(Global.selection_rectangle, "polygon", Global.selection_rectangle.polygon)
Global.undo_redo.add_do_property(Global, "selected_pixels", Global.selected_pixels)
Global.undo_redo.add_do_method(Global, "redo", canvases, layer_index)
Global.undo_redo.commit_action()
func update_texture(layer_index : int) -> void:
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layers[layer_index][1].create_from_image(layers[layer_index][0], 0)
var frame_texture_rect : TextureRect
frame_texture_rect = Global.find_node_by_name(Global.layers[layer_index][3].get_child(frame), "CelTexture")
frame_texture_rect.texture = layers[layer_index][1]
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func pencil_and_eraser(sprite : Image, mouse_pos : Vector2, color : Color, current_mouse_button : String, current_action := -1) -> void:
if made_line:
return
if is_making_line:
DrawingAlgos.fill_gaps(sprite, line_2d.points[1], previous_mouse_pos_for_lines, color, current_mouse_button, pen_pressure, current_action)
DrawingAlgos.draw_brush(sprite, line_2d.points[1], color, current_mouse_button, pen_pressure, current_action)
made_line = true
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else:
# Draw
DrawingAlgos.draw_brush(sprite, mouse_pos, color, current_mouse_button, pen_pressure, current_action)
DrawingAlgos.fill_gaps(sprite, mouse_pos, previous_mouse_pos, color, current_mouse_button, pen_pressure, current_action) # Fill the gaps
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# Checks if a point is inside a rectangle
func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
# Returns the position in the middle of a rectangle
func rectangle_center(rect_position : Vector2, rect_size : Vector2) -> Vector2:
return (rect_position - rect_size / 2).floor()