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Fixed bug when using a non-pixel brush with Lighten/Darken

If you selected a non-pixel brush with Lighten/Darken, it acted like a regular pencil. Now, no matter what brush you have selected, L/D only works as a pixel brush.
This commit is contained in:
OverloadedOrama 2019-11-27 01:13:02 +02:00
parent 8132c8dcc5
commit d027923a0e

View file

@ -479,103 +479,102 @@ func draw_pixel(pos : Vector2, color : Color, current_mouse_button : String, cur
var end_pos_x
var end_pos_y
match(brush_type):
Global.BRUSH_TYPES.PIXEL:
start_pos_x = pos.x - (brush_size >> 1)
start_pos_y = pos.y - (brush_size >> 1)
end_pos_x = start_pos_x + brush_size
end_pos_y = start_pos_y + brush_size
for cur_pos_x in range(start_pos_x, end_pos_x):
for cur_pos_y in range(start_pos_y, end_pos_y):
if point_in_rectangle(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
var pos_floored := Vector2(cur_pos_x, cur_pos_y).floor()
#Don't draw the same pixel over and over and don't re-lighten/darken it
if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color && !(pos_floored in lighten_darken_pixels):
layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color)
if current_action == "LightenDarken":
lighten_darken_pixels.append(pos_floored)
sprite_changed_this_frame = true
if brush_type == Global.BRUSH_TYPES.PIXEL || current_action == "LightenDarken":
start_pos_x = pos.x - (brush_size >> 1)
start_pos_y = pos.y - (brush_size >> 1)
end_pos_x = start_pos_x + brush_size
end_pos_y = start_pos_y + brush_size
for cur_pos_x in range(start_pos_x, end_pos_x):
for cur_pos_y in range(start_pos_y, end_pos_y):
if point_in_rectangle(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
var pos_floored := Vector2(cur_pos_x, cur_pos_y).floor()
#Don't draw the same pixel over and over and don't re-lighten/darken it
if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color && !(pos_floored in lighten_darken_pixels):
layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color)
if current_action == "LightenDarken":
lighten_darken_pixels.append(pos_floored)
sprite_changed_this_frame = true
#Handle mirroring
var mirror_x := east_limit + west_limit - cur_pos_x - 1
var mirror_y := south_limit + north_limit - cur_pos_y - 1
if horizontal_mirror:
if layers[current_layer_index][0].get_pixel(mirror_x, cur_pos_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(mirror_x, cur_pos_y, color)
sprite_changed_this_frame = true
if vertical_mirror:
if layers[current_layer_index][0].get_pixel(cur_pos_x, mirror_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(cur_pos_x, mirror_y, color)
sprite_changed_this_frame = true
if horizontal_mirror && vertical_mirror:
if layers[current_layer_index][0].get_pixel(mirror_x, mirror_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(mirror_x, mirror_y, color)
sprite_changed_this_frame = true
#Handle mirroring
var mirror_x := east_limit + west_limit - cur_pos_x - 1
var mirror_y := south_limit + north_limit - cur_pos_y - 1
if horizontal_mirror:
if layers[current_layer_index][0].get_pixel(mirror_x, cur_pos_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(mirror_x, cur_pos_y, color)
sprite_changed_this_frame = true
if vertical_mirror:
if layers[current_layer_index][0].get_pixel(cur_pos_x, mirror_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(cur_pos_x, mirror_y, color)
sprite_changed_this_frame = true
if horizontal_mirror && vertical_mirror:
if layers[current_layer_index][0].get_pixel(mirror_x, mirror_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(mirror_x, mirror_y, color)
sprite_changed_this_frame = true
Global.BRUSH_TYPES.FILE, Global.BRUSH_TYPES.CUSTOM:
var custom_brush_size := custom_brush_image.get_size() - Vector2.ONE
pos = pos.floor()
var dst := rectangle_center(pos, custom_brush_size)
var src_rect := Rect2(Vector2.ZERO, custom_brush_size + Vector2.ONE)
#Rectangle with the same size as the brush, but at cursor's position
var pos_rect := Rect2(dst, custom_brush_size + Vector2.ONE)
else:
var custom_brush_size := custom_brush_image.get_size() - Vector2.ONE
pos = pos.floor()
var dst := rectangle_center(pos, custom_brush_size)
var src_rect := Rect2(Vector2.ZERO, custom_brush_size + Vector2.ONE)
#Rectangle with the same size as the brush, but at cursor's position
var pos_rect := Rect2(dst, custom_brush_size + Vector2.ONE)
#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)
#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
if pos_rect_clipped.size == Vector2.ZERO:
return
#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)
#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
if pos_rect_clipped.size == Vector2.ZERO:
return
#Re-position src_rect and dst based on the clipped position
var pos_difference := (pos_rect.position - pos_rect_clipped.position).abs()
#Obviously, if pos_rect and pos_rect_clipped are the same, pos_difference is Vector2.ZERO
src_rect.position = pos_difference
dst += pos_difference
src_rect.end -= pos_rect.end - pos_rect_clipped.end
#If the selection rectangle is smaller than the brush, ...
#... make sure pixels aren't being drawn outside the selection by adjusting src_rect's size
src_rect.size.x = min(src_rect.size.x, selection_rect.size.x)
src_rect.size.y = min(src_rect.size.y, selection_rect.size.y)
#Re-position src_rect and dst based on the clipped position
var pos_difference := (pos_rect.position - pos_rect_clipped.position).abs()
#Obviously, if pos_rect and pos_rect_clipped are the same, pos_difference is Vector2.ZERO
src_rect.position = pos_difference
dst += pos_difference
src_rect.end -= pos_rect.end - pos_rect_clipped.end
#If the selection rectangle is smaller than the brush, ...
#... make sure pixels aren't being drawn outside the selection by adjusting src_rect's size
src_rect.size.x = min(src_rect.size.x, selection_rect.size.x)
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)
if int(pos_rect_clipped.size.x) % 2 != 0:
mirror_x -= 1
if int(pos_rect_clipped.size.y) % 2 != 0:
mirror_y -= 1
#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)
if int(pos_rect_clipped.size.x) % 2 != 0:
mirror_x -= 1
if int(pos_rect_clipped.size.y) % 2 != 0:
mirror_y -= 1
if color.a > 0: #If it's the pencil
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, dst)
if horizontal_mirror:
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, mirror_y))
if color.a > 0: #If it's the pencil
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, dst)
if horizontal_mirror:
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, mirror_y))
else: #if it's transparent - if it's the eraser
var custom_brush := Image.new()
custom_brush.copy_from(Global.custom_brushes[brush_index])
custom_brush_size = custom_brush.get_size()
custom_brush.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST)
var custom_brush_blended = Global.blend_image_with_color(custom_brush, color, 1)
else: #if it's transparent - if it's the eraser
var custom_brush := Image.new()
custom_brush.copy_from(Global.custom_brushes[brush_index])
custom_brush_size = custom_brush.get_size()
custom_brush.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST)
var custom_brush_blended = Global.blend_image_with_color(custom_brush, color, 1)
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst)
if horizontal_mirror:
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, mirror_y))
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst)
if horizontal_mirror:
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, mirror_y))
layers[current_layer_index][0].lock()
sprite_changed_this_frame = true
layers[current_layer_index][0].lock()
sprite_changed_this_frame = true
#Bresenham's Algorithm
#Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency