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https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-30 23:19:49 +00:00
Some code cleanup in Selection.gd
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ce7a5e77ba
commit
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@ -34,7 +34,6 @@ var preview_image_texture := ImageTexture.new()
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var undo_data: Dictionary
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var undo_data: Dictionary
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var gizmos: Array[Gizmo] = []
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var gizmos: Array[Gizmo] = []
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var dragged_gizmo: Gizmo = null
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var dragged_gizmo: Gizmo = null
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var prev_angle := 0
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var mouse_pos_on_gizmo_drag := Vector2.ZERO
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var mouse_pos_on_gizmo_drag := Vector2.ZERO
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var resize_keep_ratio := false
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var resize_keep_ratio := false
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@ -53,24 +52,24 @@ class Gizmo:
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type = _type
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type = _type
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direction = _direction
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direction = _direction
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func get_cursor() -> Control.CursorShape:
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func get_cursor() -> DisplayServer.CursorShape:
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var cursor := Control.CURSOR_MOVE
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var cursor := DisplayServer.CURSOR_MOVE
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if direction == Vector2i.ZERO:
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if direction == Vector2i.ZERO:
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return Control.CURSOR_POINTING_HAND
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return DisplayServer.CURSOR_POINTING_HAND
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elif direction == Vector2i(-1, -1) or direction == Vector2i(1, 1): # Top left or bottom right
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elif direction == Vector2i(-1, -1) or direction == Vector2i(1, 1): # Top left or bottom right
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if Global.mirror_view:
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if Global.mirror_view:
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cursor = Control.CURSOR_BDIAGSIZE
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cursor = DisplayServer.CURSOR_BDIAGSIZE
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else:
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else:
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cursor = Control.CURSOR_FDIAGSIZE
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cursor = DisplayServer.CURSOR_FDIAGSIZE
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elif direction == Vector2i(1, -1) or direction == Vector2i(-1, 1): # Top right or bottom left
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elif direction == Vector2i(1, -1) or direction == Vector2i(-1, 1): # Top right or bottom left
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if Global.mirror_view:
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if Global.mirror_view:
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cursor = Control.CURSOR_FDIAGSIZE
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cursor = DisplayServer.CURSOR_FDIAGSIZE
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else:
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else:
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cursor = Control.CURSOR_BDIAGSIZE
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cursor = DisplayServer.CURSOR_BDIAGSIZE
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elif direction == Vector2i(0, -1) or direction == Vector2i(0, 1): # Center top or center bottom
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elif direction == Vector2i(0, -1) or direction == Vector2i(0, 1): # Center top or center bottom
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cursor = Control.CURSOR_VSIZE
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cursor = DisplayServer.CURSOR_VSIZE
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elif direction == Vector2i(-1, 0) or direction == Vector2i(1, 0): # Center left or center right
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elif direction == Vector2i(-1, 0) or direction == Vector2i(1, 0): # Center left or center right
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cursor = Control.CURSOR_HSIZE
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cursor = DisplayServer.CURSOR_HSIZE
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return cursor
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return cursor
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@ -84,12 +83,13 @@ func _ready() -> void:
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gizmos.append(Gizmo.new(Gizmo.Type.SCALE, Vector2i(0, 1))) # Center bottom
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gizmos.append(Gizmo.new(Gizmo.Type.SCALE, Vector2i(0, 1))) # Center bottom
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gizmos.append(Gizmo.new(Gizmo.Type.SCALE, Vector2i(-1, 1))) # Bottom left
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gizmos.append(Gizmo.new(Gizmo.Type.SCALE, Vector2i(-1, 1))) # Bottom left
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gizmos.append(Gizmo.new(Gizmo.Type.SCALE, Vector2i(-1, 0))) # Center left
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gizmos.append(Gizmo.new(Gizmo.Type.SCALE, Vector2i(-1, 0))) # Center left
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#gizmos.append(Gizmo.new(Gizmo.Type.ROTATE)) # Rotation gizmo (temp)
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# gizmos.append(Gizmo.new(Gizmo.Type.ROTATE)) # Rotation gizmo (temp)
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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var project := Global.current_project
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if not project.has_selection:
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return
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image_current_pixel = canvas.current_pixel
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image_current_pixel = canvas.current_pixel
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if Global.mirror_view:
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if Global.mirror_view:
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image_current_pixel.x = Global.current_project.size.x - image_current_pixel.x
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image_current_pixel.x = Global.current_project.size.x - image_current_pixel.x
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@ -99,7 +99,6 @@ func _input(event: InputEvent) -> void:
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elif Input.is_action_just_pressed("transformation_cancel"):
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elif Input.is_action_just_pressed("transformation_cancel"):
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transform_content_cancel()
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transform_content_cancel()
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var project := Global.current_project
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if not project.layers[project.current_layer].can_layer_get_drawn():
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if not project.layers[project.current_layer].can_layer_get_drawn():
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return
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return
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if event is InputEventKey:
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if event is InputEventKey:
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@ -129,11 +128,6 @@ func _input(event: InputEvent) -> void:
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else:
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else:
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transform_content_start()
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transform_content_start()
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project.selection_offset = Vector2.ZERO
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project.selection_offset = Vector2.ZERO
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if dragged_gizmo.type == Gizmo.Type.ROTATE:
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var img_size := maxi(
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original_preview_image.get_width(), original_preview_image.get_height()
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)
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original_preview_image.crop(img_size, img_size)
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else:
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else:
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var prev_temp_rect := temp_rect
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var prev_temp_rect := temp_rect
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dragged_gizmo.direction.x *= signi(temp_rect.size.x)
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dragged_gizmo.direction.x *= signi(temp_rect.size.x)
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@ -166,17 +160,17 @@ func _input(event: InputEvent) -> void:
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_gizmo_rotate()
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_gizmo_rotate()
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else: # Set the appropriate cursor
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else: # Set the appropriate cursor
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if gizmo_hover:
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if gizmo_hover:
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Global.main_viewport.mouse_default_cursor_shape = gizmo_hover.get_cursor()
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DisplayServer.cursor_set_shape(gizmo_hover.get_cursor())
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else:
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else:
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var cursor := Control.CURSOR_ARROW
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var cursor := DisplayServer.CURSOR_ARROW
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if Global.cross_cursor:
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if Global.cross_cursor:
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cursor = Control.CURSOR_CROSS
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cursor = DisplayServer.CURSOR_CROSS
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var layer: BaseLayer = project.layers[project.current_layer]
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var layer: BaseLayer = project.layers[project.current_layer]
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if not layer.can_layer_get_drawn():
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if not layer.can_layer_get_drawn():
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cursor = Control.CURSOR_FORBIDDEN
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cursor = DisplayServer.CURSOR_FORBIDDEN
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if Global.main_viewport.mouse_default_cursor_shape != cursor:
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if DisplayServer.cursor_get_shape() != cursor:
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Global.main_viewport.mouse_default_cursor_shape = cursor
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DisplayServer.cursor_set_shape(cursor)
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func _move_with_arrow_keys(event: InputEvent) -> void:
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func _move_with_arrow_keys(event: InputEvent) -> void:
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@ -210,14 +204,14 @@ func _move_with_arrow_keys(event: InputEvent) -> void:
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var move := input.rotated(snappedf(Global.camera.rotation, PI / 2))
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var move := input.rotated(snappedf(Global.camera.rotation, PI / 2))
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# These checks are needed to fix a bug where the selection got stuck
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# These checks are needed to fix a bug where the selection got stuck
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# to the canvas boundaries when they were 1px away from them
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# to the canvas boundaries when they were 1px away from them
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if is_equal_approx(absf(move.x), 0.0):
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if is_zero_approx(absf(move.x)):
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move.x = 0
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move.x = 0
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if is_equal_approx(absf(move.y), 0.0):
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if is_zero_approx(absf(move.y)):
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move.y = 0
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move.y = 0
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move_content(move * step)
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move_content(move * step)
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# Check if an event is a ui_up/down/left/right event-press
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## Check if an event is a ui_up/down/left/right event pressed
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func _is_action_direction_pressed(event: InputEvent) -> bool:
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func _is_action_direction_pressed(event: InputEvent) -> bool:
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for action in KEY_MOVE_ACTION_NAMES:
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for action in KEY_MOVE_ACTION_NAMES:
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if event.is_action_pressed(action, false, true):
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if event.is_action_pressed(action, false, true):
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@ -225,7 +219,7 @@ func _is_action_direction_pressed(event: InputEvent) -> bool:
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return false
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return false
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# Check if an event is a ui_up/down/left/right event release
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## Check if an event is a ui_up/down/left/right event
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func _is_action_direction(event: InputEvent) -> bool:
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func _is_action_direction(event: InputEvent) -> bool:
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for action in KEY_MOVE_ACTION_NAMES:
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for action in KEY_MOVE_ACTION_NAMES:
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if event.is_action(action, true):
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if event.is_action(action, true):
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@ -233,7 +227,7 @@ func _is_action_direction(event: InputEvent) -> bool:
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return false
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return false
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# Check if an event is a ui_up/down/left/right event release
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## Check if an event is a ui_up/down/left/right event release
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func _is_action_direction_released(event: InputEvent) -> bool:
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func _is_action_direction_released(event: InputEvent) -> bool:
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for action in KEY_MOVE_ACTION_NAMES:
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for action in KEY_MOVE_ACTION_NAMES:
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if event.is_action_released(action, true):
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if event.is_action_released(action, true):
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@ -282,9 +276,9 @@ func _update_gizmos() -> void:
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)
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)
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# Rotation gizmo (temp)
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# Rotation gizmo (temp)
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# gizmos[8].rect = Rect2(
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#gizmos[8].rect = Rect2(
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# Vector2((rect_end.x + rect_pos.x - size.x) / 2, rect_pos.y - size.y - (size.y * 2)), size
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#Vector2((rect_end.x + rect_pos.x - size.x) / 2, rect_pos.y - size.y - (size.y * 2)), size
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# )
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#)
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queue_redraw()
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queue_redraw()
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@ -337,8 +331,6 @@ func _gizmo_resize() -> void:
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temp_rect.position.y = end_y - temp_rect.size.y
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temp_rect.position.y = end_y - temp_rect.size.y
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big_bounding_rectangle = temp_rect.abs()
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big_bounding_rectangle = temp_rect.abs()
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# big_bounding_rectangle.position = Vector2(big_bounding_rectangle.position).ceil()
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# big_bounding_rectangle.size = big_bounding_rectangle.size.floor()
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if big_bounding_rectangle.size.x == 0:
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if big_bounding_rectangle.size.x == 0:
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big_bounding_rectangle.size.x = 1
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big_bounding_rectangle.size.x = 1
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if big_bounding_rectangle.size.y == 0:
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if big_bounding_rectangle.size.y == 0:
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@ -390,20 +382,8 @@ func resize_selection() -> void:
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func _gizmo_rotate() -> void: ## Currently unused, as it does not work properly yet
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func _gizmo_rotate() -> void: ## Currently unused, as it does not work properly yet
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var angle := image_current_pixel.angle_to_point(mouse_pos_on_gizmo_drag)
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var angle := image_current_pixel.angle_to_point(mouse_pos_on_gizmo_drag)
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angle = deg_to_rad(floorf(rad_to_deg(angle)))
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if angle == prev_angle:
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return
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prev_angle = angle
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var pivot := Vector2(big_bounding_rectangle.size.x / 2.0, big_bounding_rectangle.size.y / 2.0)
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var pivot := Vector2(big_bounding_rectangle.size.x / 2.0, big_bounding_rectangle.size.y / 2.0)
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preview_image.copy_from(original_preview_image)
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preview_image.copy_from(original_preview_image)
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if original_big_bounding_rectangle.position != big_bounding_rectangle.position:
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preview_image.fill(Color(0, 0, 0, 0))
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var pos_diff := (
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(original_big_bounding_rectangle.position - big_bounding_rectangle.position).abs()
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)
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preview_image.blit_rect(
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original_preview_image, Rect2(Vector2.ZERO, preview_image.get_size()), pos_diff
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)
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DrawingAlgos.nn_rotate(preview_image, angle, pivot)
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DrawingAlgos.nn_rotate(preview_image, angle, pivot)
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preview_image_texture = ImageTexture.create_from_image(preview_image)
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preview_image_texture = ImageTexture.create_from_image(preview_image)
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@ -421,7 +401,7 @@ func _gizmo_rotate() -> void: ## Currently unused, as it does not work properly
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Global.canvas.queue_redraw()
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Global.canvas.queue_redraw()
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func select_rect(rect: Rect2i, operation: int = SelectionOperation.ADD) -> void:
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func select_rect(rect: Rect2i, operation := SelectionOperation.ADD) -> void:
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var project := Global.current_project
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var project := Global.current_project
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# Used only if the selection is outside of the canvas boundaries,
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# Used only if the selection is outside of the canvas boundaries,
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# on the left and/or above (negative coords)
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# on the left and/or above (negative coords)
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