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Pixelorama/src/Tools/SelectionTools/EllipseSelect.gd

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7.3 KiB
GDScript3
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extends SelectionTool
var _rect := Rect2(0, 0, 0, 0)
var _square := false # Mouse Click + Shift
var _expand_from_center := false # Mouse Click + Ctrl
var _displace_origin = false # Mouse Click + Alt
func _input(event: InputEvent) -> void:
._input(event)
if !_move and !_rect.has_no_area():
if event.is_action_pressed("shift"):
_square = true
elif event.is_action_released("shift"):
_square = false
if event.is_action_pressed("ctrl"):
_expand_from_center = true
elif event.is_action_released("ctrl"):
_expand_from_center = false
if event.is_action_pressed("alt"):
_displace_origin = true
elif event.is_action_released("alt"):
_displace_origin = false
func draw_move(position: Vector2) -> void:
if selection_node.arrow_key_move:
return
.draw_move(position)
if !_move:
if _displace_origin:
_start_pos += position - _offset
_rect = _get_result_rect(_start_pos, position)
_set_cursor_text(_rect)
_offset = position
func draw_end(position: Vector2) -> void:
if selection_node.arrow_key_move:
return
.draw_end(position)
_rect = Rect2(0, 0, 0, 0)
_square = false
_expand_from_center = false
_displace_origin = false
func draw_preview() -> void:
if !_move && !_rect.has_no_area():
var canvas: Node2D = Global.canvas.previews
var position := canvas.position
var scale := canvas.scale
if Global.mirror_view:
position.x = position.x + Global.current_project.size.x
scale.x = -1
var border := _get_shape_points_filled(_rect.size)
var indicator := _fill_bitmap_with_points(border, _rect.size)
canvas.draw_set_transform(_rect.position, canvas.rotation, scale)
for line in _create_polylines(indicator):
canvas.draw_polyline(PoolVector2Array(line), Color.black)
canvas.draw_set_transform(canvas.position, canvas.rotation, canvas.scale)
func apply_selection(_position: Vector2) -> void:
var project: Project = Global.current_project
if !_add and !_subtract and !_intersect:
Global.canvas.selection.clear_selection()
if _rect.size == Vector2.ZERO and Global.current_project.has_selection:
Global.canvas.selection.commit_undo("Rectangle Select", undo_data)
if _rect.size != Vector2.ZERO:
var selection_bitmap_copy: BitMap = project.selection_bitmap.duplicate()
set_ellipse(selection_bitmap_copy, _rect.position)
# Handle mirroring
if tool_slot.horizontal_mirror:
var mirror_x_rect := _rect
mirror_x_rect.position.x = (
Global.current_project.x_symmetry_point
- _rect.position.x
+ 1
)
mirror_x_rect.end.x = Global.current_project.x_symmetry_point - _rect.end.x + 1
set_ellipse(selection_bitmap_copy, mirror_x_rect.abs().position)
if tool_slot.vertical_mirror:
var mirror_xy_rect := mirror_x_rect
mirror_xy_rect.position.y = (
Global.current_project.y_symmetry_point
- _rect.position.y
+ 1
)
mirror_xy_rect.end.y = Global.current_project.y_symmetry_point - _rect.end.y + 1
set_ellipse(selection_bitmap_copy, mirror_xy_rect.abs().position)
if tool_slot.vertical_mirror:
var mirror_y_rect := _rect
mirror_y_rect.position.y = (
Global.current_project.y_symmetry_point
- _rect.position.y
+ 1
)
mirror_y_rect.end.y = Global.current_project.y_symmetry_point - _rect.end.y + 1
set_ellipse(selection_bitmap_copy, mirror_y_rect.abs().position)
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)
func set_ellipse(bitmap: BitMap, position: Vector2) -> void:
var project: Project = Global.current_project
var bitmap_size: Vector2 = bitmap.get_size()
if _intersect:
bitmap.set_bit_rect(Rect2(Vector2.ZERO, bitmap_size), false)
var points := _get_shape_points_filled(_rect.size)
for p in points:
var pos: Vector2 = position + p
if pos.x < 0 or pos.y < 0 or pos.x >= bitmap_size.x or pos.y >= bitmap_size.y:
continue
if _intersect:
if project.selection_bitmap.get_bit(pos):
bitmap.set_bit(pos, true)
else:
bitmap.set_bit(pos, !_subtract)
# Given an origin point and destination point, returns a rect representing
# where the shape will be drawn and what is its size
func _get_result_rect(origin: Vector2, dest: Vector2) -> Rect2:
var rect := Rect2(Vector2.ZERO, Vector2.ZERO)
# Center the rect on the mouse
if _expand_from_center:
var new_size := (dest - origin).floor()
# Make rect 1:1 while centering it on the mouse
if _square:
var square_size := max(abs(new_size.x), abs(new_size.y))
new_size = Vector2(square_size, square_size)
origin -= new_size
dest = origin + 2 * new_size
# Make rect 1:1 while not trying to center it
if _square:
var square_size := min(abs(origin.x - dest.x), abs(origin.y - dest.y))
rect.position.x = origin.x if origin.x < dest.x else origin.x - square_size
rect.position.y = origin.y if origin.y < dest.y else origin.y - square_size
rect.size = Vector2(square_size, square_size)
# Get the rect without any modifications
else:
rect.position = Vector2(min(origin.x, dest.x), min(origin.y, dest.y))
rect.size = (origin - dest).abs()
rect.size += Vector2.ONE
return rect
func _get_shape_points_filled(size: Vector2) -> PoolVector2Array:
var border := _get_ellipse_points(Vector2.ZERO, size)
var filling := []
var bitmap := _fill_bitmap_with_points(border, size)
for x in range(1, ceil(size.x / 2)):
var fill := false
var prev_is_true := false
for y in range(0, ceil(size.y / 2)):
var top_l_p := Vector2(x, y)
var bit := bitmap.get_bit(top_l_p)
if bit and not fill:
prev_is_true = true
continue
if not bit and (fill or prev_is_true):
filling.append(top_l_p)
filling.append(Vector2(x, size.y - y - 1))
filling.append(Vector2(size.x - x - 1, y))
filling.append(Vector2(size.x - x - 1, size.y - y - 1))
if prev_is_true:
fill = true
prev_is_true = false
elif bit and fill:
break
return PoolVector2Array(border + filling)
# Algorithm based on http://members.chello.at/easyfilter/bresenham.html
func _get_ellipse_points(pos: Vector2, size: Vector2) -> Array:
var array := []
var x0 := int(pos.x)
var x1 := pos.x + int(size.x - 1)
var y0 := int(pos.y)
var y1 := int(pos.y) + int(size.y - 1)
var a := int(abs(x1 - x0))
var b := int(abs(y1 - x0))
var b1 := b & 1
var dx := 4 * (1 - a) * b * b
var dy := 4 * (b1 + 1) * a * a
var err := dx + dy + b1 * a * a
var e2 := 0
if x0 > x1:
x0 = x1
x1 += a
if y0 > y1:
y0 = y1
# warning-ignore:integer_division
y0 += (b + 1) / 2
y1 = y0 - b1
a *= 8 * a
b1 = 8 * b * b
while x0 <= x1:
var v1 := Vector2(x1, y0)
var v2 := Vector2(x0, y0)
var v3 := Vector2(x0, y1)
var v4 := Vector2(x1, y1)
array.append(v1)
array.append(v2)
array.append(v3)
array.append(v4)
e2 = 2 * err
if e2 <= dy:
y0 += 1
y1 -= 1
dy += a
err += dy
if e2 >= dx || 2 * err > dy:
x0 += 1
x1 -= 1
dx += b1
err += dx
while y0 - y1 < b:
var v1 := Vector2(x0 - 1, y0)
var v2 := Vector2(x1 + 1, y0)
var v3 := Vector2(x0 - 1, y1)
var v4 := Vector2(x1 + 1, y1)
array.append(v1)
array.append(v2)
array.append(v3)
array.append(v4)
y0 += 1
y1 -= 1
return array
func _fill_bitmap_with_points(points: Array, size: Vector2) -> BitMap:
var bitmap := BitMap.new()
bitmap.create(size)
for point in points:
bitmap.set_bit(point, 1)
return bitmap