1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-01-30 23:19:49 +00:00

Renamed the _limit variables

See https://github.com/Orama-Interactive/Pixelorama/issues/232#issuecomment-638718662
This commit is contained in:
OverloadedOrama 2020-06-04 18:20:56 +03:00
parent 2f5354ae4d
commit 2e5ff236d7
3 changed files with 62 additions and 62 deletions

View file

@ -13,11 +13,11 @@ func reset() -> void:
func draw_pixel_blended(sprite : Image, pos : Vector2, color : Color, pen_pressure : float, current_mouse_button := -1, current_action := -1) -> void:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
var x_min = Global.canvas.x_min
var x_max = Global.canvas.x_max
var y_min = Global.canvas.y_min
var y_max = Global.canvas.y_max
if !point_in_rectangle(pos, Vector2(x_min - 1, y_min - 1), Vector2(x_max, y_max)):
return
var pos_floored := pos.floor()
@ -45,10 +45,10 @@ func draw_pixel_blended(sprite : Image, pos : Vector2, color : Color, pen_pressu
func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
if Global.can_draw && Global.has_focus:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
var x_min = Global.canvas.x_min
var x_max = Global.canvas.x_max
var y_min = Global.canvas.y_min
var y_max = Global.canvas.y_max
if Global.pressure_sensitivity_mode == Global.Pressure_Sensitivity.ALPHA:
if current_action == Global.Tools.PENCIL:
@ -107,8 +107,8 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
# The selection rectangle
# If there's no rectangle, the whole canvas is considered a selection
var selection_rect := Rect2()
selection_rect.position = Vector2(west_limit, north_limit)
selection_rect.end = Vector2(east_limit, south_limit)
selection_rect.position = Vector2(x_min, y_min)
selection_rect.end = Vector2(x_max, y_max)
# Intersection of the position rectangle and selection
var pos_rect_clipped := pos_rect.clip(selection_rect)
# If the size is 0, that means that the brush wasn't positioned inside the selection
@ -127,8 +127,8 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
src_rect.size.y = min(src_rect.size.y, selection_rect.size.y)
# Handle mirroring
var mirror_x = east_limit + west_limit - pos.x - (pos.x - dst.x)
var mirror_y = south_limit + north_limit - pos.y - (pos.y - dst.y)
var mirror_x = x_max + x_min - pos.x - (pos.x - dst.x)
var mirror_y = y_max + y_min - pos.y - (pos.y - dst.y)
if int(pos_rect_clipped.size.x) % 2 != 0:
mirror_x -= 1
if int(pos_rect_clipped.size.y) % 2 != 0:
@ -226,10 +226,10 @@ func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, fil
# Thanks to https://en.wikipedia.org/wiki/Flood_fill
func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_color : Color) -> void:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
var x_min = Global.canvas.x_min
var x_max = Global.canvas.x_max
var y_min = Global.canvas.y_min
var y_max = Global.canvas.y_max
pos = pos.floor()
var pixel = sprite.get_pixelv(pos)
if target_color == replace_color:
@ -238,7 +238,7 @@ func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_col
return
else:
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
if !point_in_rectangle(pos, Vector2(x_min - 1, y_min - 1), Vector2(x_max, y_max)):
return
var q = [pos]
@ -248,9 +248,9 @@ func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_col
break
var west : Vector2 = n
var east : Vector2 = n
while west.x >= west_limit && sprite.get_pixelv(west) == target_color:
while west.x >= x_min && sprite.get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < east_limit && sprite.get_pixelv(east) == target_color:
while east.x < x_max && sprite.get_pixelv(east) == target_color:
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
var p := Vector2(px, n.y)
@ -259,21 +259,21 @@ func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_col
replace_color = sprite.get_pixelv(p)
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= north_limit && sprite.get_pixelv(north) == target_color:
if north.y >= y_min && sprite.get_pixelv(north) == target_color:
q.append(north)
if south.y < south_limit && sprite.get_pixelv(south) == target_color:
if south.y < y_max && sprite.get_pixelv(south) == target_color:
q.append(south)
Global.canvas.sprite_changed_this_frame = true
func pattern_fill(sprite : Image, pos : Vector2, pattern : Image, target_color : Color, var offset : Vector2) -> void:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
var x_min = Global.canvas.x_min
var x_max = Global.canvas.x_max
var y_min = Global.canvas.y_min
var y_max = Global.canvas.y_max
pos = pos.floor()
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
if !point_in_rectangle(pos, Vector2(x_min - 1, y_min - 1), Vector2(x_max, y_max)):
return
pattern.lock()
@ -283,9 +283,9 @@ func pattern_fill(sprite : Image, pos : Vector2, pattern : Image, target_color :
for n in q:
var west : Vector2 = n
var east : Vector2 = n
while west.x >= west_limit && sprite.get_pixelv(west) == target_color:
while west.x >= x_min && sprite.get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < east_limit && sprite.get_pixelv(east) == target_color:
while east.x < x_max && sprite.get_pixelv(east) == target_color:
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
@ -299,9 +299,9 @@ func pattern_fill(sprite : Image, pos : Vector2, pattern : Image, target_color :
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= north_limit && sprite.get_pixelv(north) == target_color:
if north.y >= y_min && sprite.get_pixelv(north) == target_color:
q.append(north)
if south.y < south_limit && sprite.get_pixelv(south) == target_color:
if south.y < y_max && sprite.get_pixelv(south) == target_color:
q.append(south)
pattern.unlock()
@ -558,16 +558,16 @@ func colorDistance(c1 : Color, c2 : Color) -> float:
func adjust_hsv(img: Image, id : int, delta : float) -> void:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
var x_min = Global.canvas.x_min
var x_max = Global.canvas.x_max
var y_min = Global.canvas.y_min
var y_max = Global.canvas.y_max
img.lock()
match id:
0: # Hue
for i in range(west_limit, east_limit):
for j in range(north_limit, south_limit):
for i in range(x_min, x_max):
for j in range(y_min, y_max):
var c : Color = img.get_pixel(i,j)
var hue = range_lerp(c.h,0,1,-180,180)
hue = hue + delta
@ -580,8 +580,8 @@ func adjust_hsv(img: Image, id : int, delta : float) -> void:
img.set_pixel(i,j,c)
1: # Saturation
for i in range(west_limit, east_limit):
for j in range(north_limit, south_limit):
for i in range(x_min, x_max):
for j in range(y_min, y_max):
var c : Color = img.get_pixel(i,j)
var sat = c.s
if delta > 0:
@ -592,8 +592,8 @@ func adjust_hsv(img: Image, id : int, delta : float) -> void:
img.set_pixel(i,j,c)
2: # Value
for i in range(west_limit, east_limit):
for j in range(north_limit, south_limit):
for i in range(x_min, x_max):
for j in range(y_min, y_max):
var c : Color = img.get_pixel(i,j)
var val = c.v
if delta > 0:

View file

@ -11,10 +11,10 @@ var previous_mouse_pos_for_lines := Vector2.ZERO
var can_undo := true
var cursor_image_has_changed := 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 x_min := location.x
var x_max := location.x + size.x
var y_min := location.y
var y_max := location.y + size.y
var sprite_changed_this_frame := false # for optimization purposes
var is_making_line := false
var made_line := false
@ -121,15 +121,15 @@ func _input(event : InputEvent) -> void:
var mouse_pos_floored := mouse_pos.floor()
var current_mouse_button := -1
west_limit = location.x
east_limit = location.x + size.x
north_limit = location.y
south_limit = location.y + size.y
x_min = location.x
x_max = location.x + size.x
y_min = location.y
y_max = 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)
x_min = max(x_min, Global.selection_rectangle.polygon[0].x)
x_max = min(x_max, Global.selection_rectangle.polygon[2].x)
y_min = max(y_min, Global.selection_rectangle.polygon[0].y)
y_max = min(y_max, Global.selection_rectangle.polygon[2].y)
if Input.is_mouse_button_pressed(BUTTON_LEFT):
current_mouse_button = Global.Mouse_Button.LEFT
@ -295,8 +295,8 @@ func handle_tools(current_mouse_button : int, current_action : int, mouse_pos :
var pattern_offset : Vector2 = Global.fill_pattern_offsets[current_mouse_button]
if fill_area == Global.Fill_Area.SAME_COLOR_AREA: # Paint the specific area of the same color
var mirror_x := east_limit + west_limit - mouse_pos_floored.x - 1
var mirror_y := south_limit + north_limit - mouse_pos_floored.y - 1
var mirror_x := x_max + x_min - mouse_pos_floored.x - 1
var mirror_y := y_max + y_min - mouse_pos_floored.y - 1
var horizontal_mirror : bool = Global.horizontal_mirror[current_mouse_button]
var vertical_mirror : bool = Global.vertical_mirror[current_mouse_button]
@ -326,8 +326,8 @@ func handle_tools(current_mouse_button : int, current_action : int, mouse_pos :
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):
for xx in range(x_min, x_max):
for yy in range(y_min, y_max):
var c : Color = sprite.get_pixel(xx, yy)
if c == pixel_color:
if fill_with == Global.Fill_With.PATTERN && pattern_image: # Pattern fill

View file

@ -53,8 +53,8 @@ func set_pixel_perfect(value: bool) -> void:
func set_pixel(_sprite: Image, _pos: Vector2, _new_color: Color) -> void:
var mirror_x = Global.canvas.east_limit + Global.canvas.west_limit - _pos.x - 1
var mirror_y = Global.canvas.south_limit + Global.canvas.north_limit - _pos.y - 1
var mirror_x = Global.canvas.x_max + Global.canvas.x_min - _pos.x - 1
var mirror_y = Global.canvas.y_max + Global.canvas.y_min - _pos.y - 1
drawers[0].set_pixel(_sprite, _pos, _new_color)
if h_mirror: