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Removed some old code about pen pressure

This commit is contained in:
OverloadedOrama 2020-07-01 03:57:27 +03:00
parent 6e7b3610d0
commit d02bb52d48
3 changed files with 18 additions and 18 deletions

View file

@ -84,7 +84,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
Global.canvas.sprite_changed_this_frame = true
elif brush_type == Global.Brush_Types.CIRCLE || brush_type == Global.Brush_Types.FILLED_CIRCLE:
plot_circle(sprite, pos.x, pos.y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE)
plot_circle(sprite, pos.x, pos.y, brush_size, color, pen_pressure, brush_type == Global.Brush_Types.FILLED_CIRCLE)
Global.canvas.sprite_changed_this_frame = true
else:
@ -205,7 +205,7 @@ func fill_gaps(sprite : Image, end_pos : Vector2, start_pos : Vector2, color : C
# Algorithm based on http://members.chello.at/easyfilter/bresenham.html
func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, fill := false) -> void:
func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, pen_pressure : float, fill := false) -> void:
var radius := r # Used later for filling
var x := -r
var y := 0
@ -215,10 +215,10 @@ func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, fil
var quadrant_2 := Vector2(xm - y, ym - x)
var quadrant_3 := Vector2(xm + x, ym - y)
var quadrant_4 := Vector2(xm + y, ym + x)
draw_pixel_blended(sprite, quadrant_1, color, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_2, color, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_3, color, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_4, color, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_1, color, pen_pressure)
draw_pixel_blended(sprite, quadrant_2, color, pen_pressure)
draw_pixel_blended(sprite, quadrant_3, color, pen_pressure)
draw_pixel_blended(sprite, quadrant_4, color, pen_pressure)
r = err
if r <= y:

View file

@ -14,6 +14,7 @@ func _notification(notification:int) -> void:
if notification == MainLoop.NOTIFICATION_WM_FOCUS_IN:
emit_signal("InFocus")
func _define_js() -> void:
# Define JS script
JavaScript.eval("""
@ -57,23 +58,23 @@ func load_image() -> void:
if OS.get_name() != "HTML5" or !OS.has_feature('JavaScript'):
return
# Execute js function
JavaScript.eval("upload_image();", true) # opens prompt for choosing file
# Execute JS function
JavaScript.eval("upload_image();", true) # Opens prompt for choosing file
yield(self, "InFocus") # wait until js prompt is closed
yield(self, "InFocus") # Wait until JS prompt is closed
yield(get_tree().create_timer(0.5), "timeout") #give some time for async js data load
yield(get_tree().create_timer(0.5), "timeout") # Give some time for async JS data load
if JavaScript.eval("canceled;", true): # if File Dialog closed w/o file
if JavaScript.eval("canceled;", true): # If File Dialog closed w/o file
return
# use data from png data
# Use data from png data
var imageData
while true:
imageData = JavaScript.eval("fileData;", true)
if imageData != null:
break
yield(get_tree().create_timer(1.0), "timeout") # need more time to load data
yield(get_tree().create_timer(1.0), "timeout") # Need more time to load data
var image_type = JavaScript.eval("fileType;", true)
var image_name = JavaScript.eval("fileName;", true)

View file

@ -128,11 +128,10 @@ func _input(event : InputEvent) -> void:
# Godot 3.2 and above only code
if Engine.get_version_info().major == 3 && Engine.get_version_info().minor >= 2:
if event is InputEventMouseMotion:
pen_pressure = event.pressure
# To be removed once Godot 3.2.2 is out of beta
if event.pressure == 0.0: # Drawing with mouse
pen_pressure = 1 # This causes problems with tablets though
if Global.pressure_sensitivity_mode == Global.Pressure_Sensitivity.NONE:
pen_pressure = 1
else:
pen_pressure = event.pressure
sprite_changed_this_frame = false
var mouse_pos := current_pixel