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Fixed outlines inside image to work when the nearby pixels are the canvas borders
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@ -24,32 +24,28 @@ func _on_OutlineDialog_confirmed() -> void:
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for i in range(1, thickness + 1):
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if inside_image:
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var outline_pos : Vector2 = pos + Vector2.LEFT # Left
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var outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if outline_pos.x < 0 || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + Vector2.RIGHT * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x:
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new_image.set_pixelv(new_pos, outline_color)
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outline_pos = pos + Vector2.RIGHT # Right
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if outline_pos.x >= Global.canvas.size.x || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + Vector2.LEFT * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.x >= 0:
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new_image.set_pixelv(new_pos, outline_color)
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outline_pos = pos + Vector2.UP # Up
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if outline_pos.y < 0 || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + Vector2.DOWN * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.y < Global.canvas.size.y:
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new_image.set_pixelv(new_pos, outline_color)
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outline_pos = pos + Vector2.DOWN # Down
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if outline_pos.y >= Global.canvas.size.y || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + Vector2.UP * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.y >= 0:
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@ -57,32 +53,28 @@ func _on_OutlineDialog_confirmed() -> void:
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if diagonal:
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outline_pos = pos + (Vector2.LEFT + Vector2.UP) # Top left
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if (outline_pos.x < 0 && outline_pos.y < 0) || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + (Vector2.RIGHT + Vector2.DOWN) * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
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new_image.set_pixelv(new_pos, outline_color)
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outline_pos = pos + (Vector2.LEFT + Vector2.DOWN) # Bottom left
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if (outline_pos.x < 0 && outline_pos.y >= Global.canvas.size.y) || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + (Vector2.RIGHT + Vector2.UP) * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
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new_image.set_pixelv(new_pos, outline_color)
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outline_pos = pos + (Vector2.RIGHT + Vector2.UP) # Top right
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if (outline_pos.x >= Global.canvas.size.x && outline_pos.y < 0) || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + (Vector2.LEFT + Vector2.DOWN) * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
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new_image.set_pixelv(new_pos, outline_color)
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outline_pos = pos + (Vector2.RIGHT + Vector2.DOWN) # Bottom right
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outline_pixel = image.get_pixelv(outline_pos)
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if outline_pixel.a == 0:
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if (outline_pos.x >= Global.canvas.size.x && outline_pos.y >= Global.canvas.size.y) || image.get_pixelv(outline_pos).a == 0:
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var new_pos : Vector2 = pos + (Vector2.LEFT + Vector2.UP) * (i - 1)
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a > 0 && new_pos.x >= 0 && new_pos.y >= 0:
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