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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 control := false
var shift := false
var alt := false
var _tools = {
"RectSelect": preload("res://src/Tools/SelectionTools/RectSelect.tscn"),
"EllipseSelect": preload("res://src/Tools/SelectionTools/EllipseSelect.tscn"),
"PolygonSelect": preload("res://src/Tools/SelectionTools/PolygonSelect.tscn"),
"ColorSelect": preload("res://src/Tools/SelectionTools/ColorSelect.tscn"),
"MagicWand": preload("res://src/Tools/SelectionTools/MagicWand.tscn"),
"Lasso": preload("res://src/Tools/SelectionTools/Lasso.tscn"),
"Move": preload("res://src/Tools/Move.tscn"),
"Zoom": preload("res://src/Tools/Zoom.tscn"),
"Pan": preload("res://src/Tools/Pan.tscn"),
"ColorPicker": preload("res://src/Tools/ColorPicker.tscn"),
"Pencil": preload("res://src/Tools/Pencil.tscn"),
"Eraser": preload("res://src/Tools/Eraser.tscn"),
"Bucket": preload("res://src/Tools/Bucket.tscn"),
"Shading": preload("res://src/Tools/Shading.tscn"),
"LineTool": preload("res://src/Tools/LineTool.tscn"),
"RectangleTool": preload("res://src/Tools/RectangleTool.tscn"),
"EllipseTool": preload("res://src/Tools/EllipseTool.tscn"),
}
var _slots = {}
var _panels = {}
var _tool_buttons: Node
var _active_button := -1
var _last_position := Vector2.INF
class Slot:
var name: String
var kname: String
var tool_node: Node = null
var button: int
var color: Color
var pixel_perfect := false
var horizontal_mirror := false
var vertical_mirror := false
func _init(slot_name: String) -> void:
name = slot_name
kname = name.replace(" ", "_").to_lower()
load_config()
func save_config() -> void:
var config := {
"pixel_perfect": pixel_perfect,
"horizontal_mirror": horizontal_mirror,
"vertical_mirror": vertical_mirror,
}
Global.config_cache.set_value(kname, "slot", config)
func load_config() -> void:
var config = Global.config_cache.get_value(kname, "slot", {})
pixel_perfect = config.get("pixel_perfect", pixel_perfect)
horizontal_mirror = config.get("horizontal_mirror", horizontal_mirror)
vertical_mirror = config.get("vertical_mirror", vertical_mirror)
func _ready() -> void:
_tool_buttons = Global.control.find_node("ToolButtons")
_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()
update_tool_cursors()
# 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)
func set_tool(name: String, button: int) -> void:
var slot = _slots[button]
var panel: Node = _panels[button]
var node: Node = _tools[name].instance()
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)
func get_assigned_color(button: int) -> Color:
return _slots[button].color
func set_button_size(button_size: int) -> void:
if button_size == Global.ButtonSize.SMALL:
for t in _tool_buttons.get_children():
t.rect_min_size = Vector2(24, 24)
t.get_node("BackgroundLeft").rect_size.x = 12
t.get_node("BackgroundRight").rect_size.x = 12
t.get_node("BackgroundRight").rect_position = Vector2(24, 24)
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_tool_buttons.get_parent().rect_position.x = 9
else:
for t in _tool_buttons.get_children():
t.rect_min_size = Vector2(32, 32)
t.get_node("BackgroundLeft").rect_size.x = 16
t.get_node("BackgroundRight").rect_size.x = 16
t.get_node("BackgroundRight").rect_position = Vector2(32, 32)
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_tool_buttons.get_parent().rect_position.x = 6
# It doesn't actually set the size to zero, it just resets it
_tool_buttons.get_parent().rect_size = Vector2.ZERO
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_tool_cursors() -> void:
var left_image = load(
"res://assets/graphics/tools/cursors/%s.png" % _slots[BUTTON_LEFT].tool_node.name.to_lower()
)
Global.left_cursor.texture = left_image
var right_image = load(
(
"res://assets/graphics/tools/cursors/%s.png"
% _slots[BUTTON_RIGHT].tool_node.name.to_lower()
)
)
Global.right_cursor.texture = right_image
func draw_indicator() -> void:
if Global.left_square_indicator_visible:
_slots[BUTTON_LEFT].tool_node.draw_indicator()
if Global.right_square_indicator_visible:
_slots[BUTTON_RIGHT].tool_node.draw_indicator()
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 InputEventWithModifiers:
control = event.control
shift = event.shift
alt = event.alt
if event is InputEventMouseButton:
if event.button_index in [BUTTON_LEFT, BUTTON_RIGHT]:
if event.pressed and _active_button == -1:
_active_button = event.button_index
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_slots[_active_button].tool_node.draw_start(draw_pos)
elif not event.pressed and event.button_index == _active_button:
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_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