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Pixelorama/src/Tools/Shading.gd

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GDScript3
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extends "res://src/Tools/Draw.gd"
enum ShadingMode { SIMPLE, HUE_SHIFTING }
enum LightenDarken { LIGHTEN, DARKEN }
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var _prev_mode := 0
var _last_position := Vector2.INF
var _changed := false
var _shading_mode: int = ShadingMode.SIMPLE
var _mode: int = LightenDarken.LIGHTEN
var _amount := 10
var _hue_amount := 10
var _sat_amount := 10
var _value_amount := 10
class LightenDarkenOp:
extends Drawer.ColorOp
var changed := false
var shading_mode: int = ShadingMode.SIMPLE
var lighten_or_darken: int = LightenDarken.LIGHTEN
var hue_amount := 10.0
var sat_amount := 10.0
var value_amount := 10.0
var hue_lighten_limit := 60.0 / 360.0 # A yellow color
var hue_darken_limit := 240.0 / 360.0 # A blue color
var sat_lighten_limit := 10.0 / 100.0
var value_darken_limit := 10.0 / 100.0
func process(_src: Color, dst: Color) -> Color:
changed = true
if dst.a == 0:
return dst
if shading_mode == ShadingMode.SIMPLE:
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if lighten_or_darken == LightenDarken.LIGHTEN:
dst = dst.lightened(strength)
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else:
dst = dst.darkened(strength)
else:
var hue_shift := hue_amount / 360.0
var sat_shift := sat_amount / 100.0
var value_shift := value_amount / 100.0
# If the colors are roughly between yellow-green-blue,
# reverse hue direction
if hue_range(dst.h):
hue_shift = -hue_shift
if lighten_or_darken == LightenDarken.LIGHTEN:
hue_shift = hue_limit_lighten(dst.h, hue_shift)
dst.h = fposmod(dst.h + hue_shift, 1)
if dst.s > sat_lighten_limit:
dst.s = max(dst.s - min(sat_shift, dst.s), sat_lighten_limit)
dst.v += value_shift
else:
hue_shift = hue_limit_darken(dst.h, hue_shift)
dst.h = fposmod(dst.h - hue_shift, 1)
dst.s += sat_shift
if dst.v > value_darken_limit:
dst.v = max(dst.v - min(value_shift, dst.v), value_darken_limit)
return dst
# Returns true if the colors are roughly between yellow, green and blue
# False when the colors are roughly between red-orange-yellow, or blue-purple-red
func hue_range(hue: float) -> bool:
return hue > hue_lighten_limit and hue < hue_darken_limit
func hue_limit_lighten(hue: float, hue_shift: float) -> float:
# Colors between red-orange-yellow and blue-purple-red
if hue_shift > 0:
# Just colors between red-orange-yellow
if hue < hue_darken_limit:
if hue + hue_shift >= hue_lighten_limit:
hue_shift = hue_lighten_limit - hue
# Just blue-purple-red
else:
if hue + hue_shift >= hue_lighten_limit + 1: # +1 looping around the color wheel
hue_shift = hue_lighten_limit - hue
# Colors between yellow-green-blue
elif hue_shift < 0 and hue + hue_shift <= hue_lighten_limit:
hue_shift = hue_lighten_limit - hue
return hue_shift
func hue_limit_darken(hue: float, hue_shift: float) -> float:
# Colors between red-orange-yellow and blue-purple-red
if hue_shift > 0:
# Just colors between red-orange-yellow
if hue < hue_darken_limit:
if hue - hue_shift <= hue_darken_limit - 1: # -1 looping backwards around the color wheel
hue_shift = hue - hue_darken_limit
# Just blue-purple-red
else:
if hue - hue_shift <= hue_darken_limit:
hue_shift = hue - hue_darken_limit
# Colors between yellow-green-blue
elif hue_shift < 0 and hue - hue_shift >= hue_darken_limit:
hue_shift = hue - hue_darken_limit
return hue_shift
func _init() -> void:
_drawer.color_op = LightenDarkenOp.new()
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func _input(event: InputEvent) -> void:
var options: OptionButton = $LightenDarken
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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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if event.is_action_pressed("change_tool_mode"):
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_prev_mode = options.selected
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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if event.is_action("change_tool_mode"):
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options.selected = _prev_mode ^ 1
_mode = options.selected
_drawer.color_op.lighten_or_darken = _mode
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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if event.is_action_released("change_tool_mode"):
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options.selected = _prev_mode
_mode = options.selected
_drawer.color_op.lighten_or_darken = _mode
func _on_ShadingMode_item_selected(id: int) -> void:
_shading_mode = id
_drawer.color_op.shading_mode = id
update_config()
save_config()
func _on_LightenDarken_item_selected(id: int) -> void:
_mode = id
_drawer.color_op.lighten_or_darken = id
update_config()
save_config()
func _on_LightenDarken_value_changed(value: float) -> void:
_amount = int(value)
update_config()
save_config()
func _on_LightenDarken_hue_value_changed(value: float) -> void:
_hue_amount = int(value)
update_config()
save_config()
func _on_LightenDarken_sat_value_changed(value: float) -> void:
_sat_amount = int(value)
update_config()
save_config()
func _on_LightenDarken_value_value_changed(value: float) -> void:
_value_amount = int(value)
update_config()
save_config()
func get_config() -> Dictionary:
var config := .get_config()
config["shading_mode"] = _shading_mode
config["mode"] = _mode
config["amount"] = _amount
config["hue_amount"] = _hue_amount
config["sat_amount"] = _sat_amount
config["value_amount"] = _value_amount
return config
func set_config(config: Dictionary) -> void:
.set_config(config)
_shading_mode = config.get("shading_mode", _shading_mode)
_drawer.color_op.shading_mode = _shading_mode
_mode = config.get("mode", _mode)
_drawer.color_op.lighten_or_darken = _mode
_amount = config.get("amount", _amount)
_hue_amount = config.get("hue_amount", _hue_amount)
_sat_amount = config.get("sat_amount", _sat_amount)
_value_amount = config.get("value_amount", _value_amount)
func update_config() -> void:
.update_config()
$ShadingMode.selected = _shading_mode
$LightenDarken.selected = _mode
$AmountSlider.value = _amount
$HueShiftingOptions/HueSlider.value = _hue_amount
$HueShiftingOptions/SatSlider.value = _sat_amount
$HueShiftingOptions/ValueSlider.value = _value_amount
$AmountSlider.visible = _shading_mode == ShadingMode.SIMPLE
$HueShiftingOptions.visible = _shading_mode == ShadingMode.HUE_SHIFTING
update_strength()
func update_strength() -> void:
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_strength = _amount / 100.0
_drawer.color_op.hue_amount = _hue_amount
_drawer.color_op.sat_amount = _sat_amount
_drawer.color_op.value_amount = _value_amount
func draw_start(position: Vector2) -> void:
position = snap_position(position)
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.draw_start(position)
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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if Input.is_action_pressed("draw_color_picker"):
_picking_color = true
_pick_color(position)
return
_picking_color = false
Global.canvas.selection.transform_content_confirm()
update_mask(false)
_changed = false
_drawer.color_op.changed = false
prepare_undo("Draw")
_drawer.reset()
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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_draw_line = Input.is_action_pressed("draw_create_line")
if _draw_line:
if Global.mirror_view:
# mirroring position is ONLY required by "Preview"
position.x = (Global.current_project.size.x - 1) - position.x
_line_start = position
_line_end = position
update_line_polylines(_line_start, _line_end)
else:
draw_tool(position)
_last_position = position
Global.canvas.sprite_changed_this_frame = true
cursor_text = ""
func draw_move(position: Vector2) -> void:
position = snap_position(position)
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.draw_move(position)
if _picking_color: # Still return even if we released Alt
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
2022-05-16 12:07:51 +00:00
if Input.is_action_pressed("draw_color_picker"):
_pick_color(position)
return
if _draw_line:
if Global.mirror_view:
# mirroring position is ONLY required by "Preview"
position.x = (Global.current_project.size.x - 1) - position.x
var d := _line_angle_constraint(_line_start, position)
_line_end = d.position
cursor_text = d.text
update_line_polylines(_line_start, _line_end)
else:
draw_fill_gap(_last_position, position)
_last_position = position
cursor_text = ""
Global.canvas.sprite_changed_this_frame = true
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func draw_end(position: Vector2) -> void:
position = snap_position(position)
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.draw_end(position)
if _picking_color:
return
if _draw_line:
if Global.mirror_view:
# now we revert back the coordinates from their mirror form so that line can be drawn
_line_start.x = (Global.current_project.size.x - 1) - _line_start.x
_line_end.x = (Global.current_project.size.x - 1) - _line_end.x
draw_tool(_line_start)
draw_fill_gap(_line_start, _line_end)
_draw_line = false
commit_undo()
cursor_text = ""
update_random_image()
func _draw_brush_image(image: Image, src_rect: Rect2, dst: Vector2) -> void:
_changed = true
image.lock()
for xx in image.get_size().x:
for yy in image.get_size().y:
if image.get_pixel(xx, yy).a > 0:
var pos := Vector2(xx, yy) + dst - src_rect.position
_set_pixel(pos, true)
image.unlock()
func update_brush() -> void:
.update_brush()
$ColorInterpolation.visible = false