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Pixelorama/src/Autoload/Tools.gd

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GDScript3
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extends Node
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)
signal color_changed(color, button)
var _tools = {
"RectSelect" : "res://src/Tools/RectSelect.tscn",
"Zoom" : "res://src/Tools/Zoom.tscn",
"ColorPicker" : "res://src/Tools/ColorPicker.tscn",
"Pencil" : "res://src/Tools/Pencil.tscn",
"Eraser" : "res://src/Tools/Eraser.tscn",
"Bucket" : "res://src/Tools/Bucket.tscn",
"LightenDarken" : "res://src/Tools/LightenDarken.tscn",
}
var _slots = {}
var _panels = {}
var _tool_buttons : Node
var _active_button := -1
var _last_position := Vector2.INF
var pen_pressure := 1.0
var control := false
var shift := false
var alt := false
func _ready() -> void:
yield(get_tree(), "idle_frame")
_slots[BUTTON_LEFT] = Slot.new("Left tool")
_slots[BUTTON_RIGHT] = Slot.new("Right tool")
_panels[BUTTON_LEFT] = Global.find_node_by_name(Global.control, "LeftPanelContainer")
_panels[BUTTON_RIGHT] = Global.find_node_by_name(Global.control, "RightPanelContainer")
_tool_buttons = Global.find_node_by_name(Global.control, "ToolButtons")
var value = Global.config_cache.get_value(_slots[BUTTON_LEFT].kname, "tool", "Pencil")
set_tool(value, BUTTON_LEFT)
value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "tool", "Eraser")
set_tool(value, BUTTON_RIGHT)
value = Global.config_cache.get_value(_slots[BUTTON_LEFT].kname, "color", Color.black)
assign_color(value, BUTTON_LEFT, false)
value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "color", Color.white)
assign_color(value, BUTTON_RIGHT, false)
update_tool_buttons()
update_tool_cursors()
func set_tool(name : String, button : int) -> void:
var slot = _slots[button]
var panel : Node = _panels[button]
var node : Node = load(_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 update_tool_buttons() -> void:
for child in _tool_buttons.get_children():
var texture : TextureRect = child.get_child(0)
var filename = child.name.to_lower()
if _slots[BUTTON_LEFT].tool_node.name == child.name:
filename += "_l"
if _slots[BUTTON_RIGHT].tool_node.name == child.name:
filename += "_r"
filename += ".png"
Global.change_button_texturerect(texture, filename)
func update_tool_cursors() -> void:
var image = "res://assets/graphics/cursor_icons/%s_cursor.png" % _slots[BUTTON_LEFT].tool_node.name.to_lower()
Global.left_cursor_tool_texture.create_from_image(load(image), 0)
image = "res://assets/graphics/cursor_icons/%s_cursor.png" % _slots[BUTTON_RIGHT].tool_node.name.to_lower()
Global.right_cursor_tool_texture.create_from_image(load(image), 0)
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 handle_draw(position : Vector2, event : InputEvent) -> void:
if not (Global.can_draw and Global.has_focus):
return
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
_slots[_active_button].tool_node.draw_start(position)
elif not event.pressed and event.button_index == _active_button:
_slots[_active_button].tool_node.draw_end(position)
_active_button = -1
if event is InputEventMouseMotion:
if Engine.get_version_info().major == 3 && Engine.get_version_info().minor >= 2:
pen_pressure = event.pressure
if Global.pressure_sensitivity_mode == Global.Pressure_Sensitivity.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:
_slots[_active_button].tool_node.draw_move(position)
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