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Selection rotation with gizmo improvements, still not usable and not exposed
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@ -388,14 +388,12 @@ func resize_selection() -> void:
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Global.canvas.queue_redraw()
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func _gizmo_rotate() -> void: # 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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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 img_size := max(original_preview_image.get_width(), original_preview_image.get_height())
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# var pivot = Vector2(original_preview_image.get_width()/2, original_preview_image.get_height()/2)
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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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if original_big_bounding_rectangle.position != big_bounding_rectangle.position:
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@ -403,22 +401,22 @@ func _gizmo_rotate() -> void: # Does not work properly yet
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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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# pos_diff.y = 0
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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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preview_image_texture = ImageTexture.create_from_image(preview_image)
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var bitmap_image := original_bitmap
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var bitmap_image := SelectionMap.new()
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bitmap_image.copy_from(original_bitmap)
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var bitmap_pivot := (
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original_big_bounding_rectangle.position
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+ ((original_big_bounding_rectangle.end - original_big_bounding_rectangle.position) / 2)
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)
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DrawingAlgos.nn_rotate(bitmap_image, angle, bitmap_pivot)
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Global.current_project.selection_map = bitmap_image
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Global.current_project.selection_map.copy_from(bitmap_image)
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Global.current_project.selection_map_changed()
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big_bounding_rectangle = bitmap_image.get_used_rect()
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big_bounding_rectangle = Global.current_project.selection_map.get_used_rect()
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queue_redraw()
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Global.canvas.queue_redraw()
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