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Update OutlineDialog.gd

This commit is contained in:
AlphinAlbukhari 2020-02-09 14:00:33 +07:00 committed by GitHub
parent 45a31faa7b
commit cce6c59e72
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GPG key ID: 4AEE18F83AFDEB23

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@ -30,6 +30,7 @@ func _on_OutlineDialog_confirmed() -> void:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a > 0:
new_image.set_pixelv(new_pos, outline_color)
pass
outline_pos = pos + Vector2.RIGHT # Right
if outline_pos.x >= Global.canvas.size.x || image.get_pixelv(outline_pos).a == 0:
@ -38,6 +39,7 @@ func _on_OutlineDialog_confirmed() -> void:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a > 0:
new_image.set_pixelv(new_pos, outline_color)
pass
outline_pos = pos + Vector2.UP # Up
if outline_pos.y < 0 || image.get_pixelv(outline_pos).a == 0:
@ -46,6 +48,7 @@ func _on_OutlineDialog_confirmed() -> void:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a > 0:
new_image.set_pixelv(new_pos, outline_color)
pass
outline_pos = pos + Vector2.DOWN # Down
if outline_pos.y >= Global.canvas.size.y || image.get_pixelv(outline_pos).a == 0:
@ -54,6 +57,7 @@ func _on_OutlineDialog_confirmed() -> void:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a > 0:
new_image.set_pixelv(new_pos, outline_color)
pass
if diagonal:
outline_pos = pos + (Vector2.LEFT + Vector2.UP) # Top left
@ -89,54 +93,15 @@ func _on_OutlineDialog_confirmed() -> void:
new_image.set_pixelv(new_pos, outline_color)
else:
var new_pos : Vector2 = pos + Vector2.LEFT * i # Left
if new_pos.x >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
for x in range(-thickness, thickness+1):
for y in range(-thickness, thickness+1):
var new_pos = pos + Vector2(x,y)# * i # Right
if new_pos.x < Global.canvas.size.x and new_pos.x > -1 and new_pos.y > -1 and new_pos.y < Global.canvas.size.x:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
pass
new_pos = pos + Vector2.RIGHT * i # Right
if new_pos.x < Global.canvas.size.x:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + Vector2.UP * i # Up
if new_pos.y >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + Vector2.DOWN * i # Down
if new_pos.y < Global.canvas.size.y:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
if diagonal:
new_pos = pos + (Vector2.LEFT + Vector2.UP) * i # Top left
if new_pos.x >= 0 && new_pos.y >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + (Vector2.LEFT + Vector2.DOWN) * i # Bottom left
if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + (Vector2.RIGHT + Vector2.UP) * i # Top right
if new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + (Vector2.RIGHT + Vector2.DOWN) * i # Bottom right
if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
image.copy_from(new_image)
Global.canvas.handle_redo("Draw")