mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-31 07:29:49 +00:00
Some refactoring and initial support for draw tile mode for selection tools
Only rectangle selection for now, and resizing doesn't yet work
This commit is contained in:
parent
ad2fcf4891
commit
d579baf830
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@ -583,6 +583,87 @@ func calculate_mirror_x_minus_y(pos: Vector2i, project: Project) -> Vector2i:
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)
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func is_placing_tiles() -> bool:
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if Global.current_project.frames.size() == 0 or Global.current_project.layers.size() == 0:
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return false
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return Global.current_project.get_current_cel() is CelTileMap and TileSetPanel.placing_tiles
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func _get_closest_point_to_grid(pos: Vector2, distance: float, grid_pos: Vector2) -> Vector2:
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# If the cursor is close to the start/origin of a grid cell, snap to that
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var snap_distance := distance * Vector2.ONE
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var closest_point := Vector2.INF
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var rect := Rect2()
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rect.position = pos - (snap_distance / 4.0)
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rect.end = pos + (snap_distance / 4.0)
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if rect.has_point(grid_pos):
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closest_point = grid_pos
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return closest_point
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# If the cursor is far from the grid cell origin but still close to a grid line
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# Look for a point close to a horizontal grid line
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var grid_start_hor := Vector2(0, grid_pos.y)
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var grid_end_hor := Vector2(Global.current_project.size.x, grid_pos.y)
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var closest_point_hor := get_closest_point_to_segment(
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pos, distance, grid_start_hor, grid_end_hor
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)
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# Look for a point close to a vertical grid line
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var grid_start_ver := Vector2(grid_pos.x, 0)
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var grid_end_ver := Vector2(grid_pos.x, Global.current_project.size.y)
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var closest_point_ver := get_closest_point_to_segment(
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pos, distance, grid_start_ver, grid_end_ver
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)
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# Snap to the closest point to the closest grid line
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var horizontal_distance := (closest_point_hor - pos).length()
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var vertical_distance := (closest_point_ver - pos).length()
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if horizontal_distance < vertical_distance:
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closest_point = closest_point_hor
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elif horizontal_distance > vertical_distance:
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closest_point = closest_point_ver
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elif horizontal_distance == vertical_distance and closest_point_hor != Vector2.INF:
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closest_point = grid_pos
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return closest_point
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func get_closest_point_to_segment(
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pos: Vector2, distance: float, s1: Vector2, s2: Vector2
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) -> Vector2:
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var test_line := (s2 - s1).rotated(deg_to_rad(90)).normalized()
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var from_a := pos - test_line * distance
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var from_b := pos + test_line * distance
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var closest_point := Vector2.INF
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if Geometry2D.segment_intersects_segment(from_a, from_b, s1, s2):
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closest_point = Geometry2D.get_closest_point_to_segment(pos, s1, s2)
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return closest_point
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func snap_to_rectangular_grid_boundary(
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pos: Vector2, grid_size: Vector2i, grid_offset := Vector2i.ZERO, snapping_distance := 9999.0
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) -> Vector2:
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var grid_pos := pos.snapped(grid_size)
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grid_pos += Vector2(grid_offset)
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# keeping grid_pos as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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# t_l is for "top left" and so on
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var t_l := grid_pos + Vector2(-grid_size.x, -grid_size.y)
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var t_c := grid_pos + Vector2(0, -grid_size.y)
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var t_r := grid_pos + Vector2(grid_size.x, -grid_size.y)
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var m_l := grid_pos + Vector2(-grid_size.x, 0)
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var m_c := grid_pos
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var m_r := grid_pos + Vector2(grid_size.x, 0)
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var b_l := grid_pos + Vector2(-grid_size.x, grid_size.y)
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var b_c := grid_pos + Vector2(0, grid_size.y)
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var b_r := grid_pos + Vector2(grid_size)
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var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
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for vec in vec_arr:
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if vec.distance_to(pos) < grid_pos.distance_to(pos):
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grid_pos = vec
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var grid_point := _get_closest_point_to_grid(pos, snapping_distance, grid_pos)
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if grid_point != Vector2.INF:
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pos = grid_point.floor()
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return pos
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func set_button_size(button_size: int) -> void:
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var size := Vector2(24, 24) if button_size == Global.ButtonSize.SMALL else Vector2(32, 32)
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if not is_instance_valid(_tool_buttons):
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@ -163,7 +163,7 @@ func update_config() -> void:
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func update_brush() -> void:
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$Brush/BrushSize.suffix = "px" # Assume we are using default brushes
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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var tilemap_cel := Global.current_project.get_current_cel() as CelTileMap
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var tileset := tilemap_cel.tileset
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var tile_index := clampi(TileSetPanel.selected_tile_index, 0, tileset.tiles.size() - 1)
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@ -517,7 +517,7 @@ func remove_unselected_parts_of_brush(brush: Image, dst: Vector2i) -> Image:
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func draw_indicator(left: bool) -> void:
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var color := Global.left_tool_color if left else Global.right_tool_color
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var snapped_position := snap_position(_cursor)
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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var tileset := (Global.current_project.get_current_cel() as CelTileMap).tileset
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var grid_size := tileset.tile_size
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snapped_position = _snap_to_rectangular_grid_center(
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@ -545,7 +545,7 @@ func draw_indicator(left: bool) -> void:
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func draw_indicator_at(pos: Vector2i, offset: Vector2i, color: Color) -> void:
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var canvas: Node2D = Global.canvas.indicators
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if _brush.type in IMAGE_BRUSHES and not _draw_line or is_placing_tiles():
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if _brush.type in IMAGE_BRUSHES and not _draw_line or Tools.is_placing_tiles():
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pos -= _brush_image.get_size() / 2
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pos -= offset
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canvas.draw_texture(_brush_texture, pos)
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@ -580,7 +580,7 @@ func _set_pixel_no_cache(pos: Vector2i, ignore_mirroring := false) -> void:
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pos = _stroke_project.tiles.get_canon_position(pos)
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if Global.current_project.has_selection:
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pos = Global.current_project.selection_map.get_canon_position(pos)
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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draw_tile(pos)
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return
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if !_stroke_project.can_pixel_get_drawn(pos):
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@ -152,6 +152,10 @@ func draw_move(pos: Vector2i) -> void:
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if not _move:
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return
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if Tools.is_placing_tiles():
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var tileset := (Global.current_project.get_current_cel() as CelTileMap).tileset
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var grid_size := tileset.tile_size
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pos = Tools.snap_to_rectangular_grid_boundary(pos, grid_size)
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if Input.is_action_pressed("transform_snap_axis"): # Snap to axis
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var angle := Vector2(pos).angle_to_point(_start_pos)
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if absf(angle) <= PI / 4 or absf(angle) >= 3 * PI / 4:
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@ -189,7 +189,7 @@ func _draw_shape(origin: Vector2i, dest: Vector2i) -> void:
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_drawer.reset()
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# Draw each point offsetted based on the shape's thickness
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var draw_pos := point + thickness_vector
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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draw_tile(draw_pos)
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else:
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if Global.current_project.can_pixel_get_drawn(draw_pos):
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@ -79,12 +79,6 @@ func draw_end(_pos: Vector2i) -> void:
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project.can_undo = true
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func is_placing_tiles() -> bool:
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if Global.current_project.frames.size() == 0 or Global.current_project.layers.size() == 0:
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return false
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return Global.current_project.get_current_cel() is CelTileMap and TileSetPanel.placing_tiles
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func get_cell_position(pos: Vector2i) -> int:
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var tile_pos := 0
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if Global.current_project.get_current_cel() is not CelTileMap:
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@ -145,7 +139,7 @@ func draw_preview() -> void:
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func snap_position(pos: Vector2) -> Vector2:
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var snapping_distance := Global.snapping_distance / Global.camera.zoom.x
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if Global.snap_to_rectangular_grid_boundary:
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pos = _snap_to_rectangular_grid_boundary(
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pos = Tools.snap_to_rectangular_grid_boundary(
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pos, Global.grids[0].grid_size, Global.grids[0].grid_offset, snapping_distance
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)
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@ -218,81 +212,6 @@ func mirror_array(array: Array[Vector2i], callable := func(_array): pass) -> Arr
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return new_array
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func _get_closest_point_to_grid(pos: Vector2, distance: float, grid_pos: Vector2) -> Vector2:
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# If the cursor is close to the start/origin of a grid cell, snap to that
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var snap_distance := distance * Vector2.ONE
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var closest_point := Vector2.INF
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var rect := Rect2()
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rect.position = pos - (snap_distance / 4.0)
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rect.end = pos + (snap_distance / 4.0)
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if rect.has_point(grid_pos):
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closest_point = grid_pos
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return closest_point
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# If the cursor is far from the grid cell origin but still close to a grid line
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# Look for a point close to a horizontal grid line
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var grid_start_hor := Vector2(0, grid_pos.y)
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var grid_end_hor := Vector2(Global.current_project.size.x, grid_pos.y)
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var closest_point_hor := _get_closest_point_to_segment(
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pos, distance, grid_start_hor, grid_end_hor
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)
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# Look for a point close to a vertical grid line
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var grid_start_ver := Vector2(grid_pos.x, 0)
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var grid_end_ver := Vector2(grid_pos.x, Global.current_project.size.y)
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var closest_point_ver := _get_closest_point_to_segment(
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pos, distance, grid_start_ver, grid_end_ver
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)
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# Snap to the closest point to the closest grid line
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var horizontal_distance := (closest_point_hor - pos).length()
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var vertical_distance := (closest_point_ver - pos).length()
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if horizontal_distance < vertical_distance:
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closest_point = closest_point_hor
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elif horizontal_distance > vertical_distance:
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closest_point = closest_point_ver
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elif horizontal_distance == vertical_distance and closest_point_hor != Vector2.INF:
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closest_point = grid_pos
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return closest_point
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func _get_closest_point_to_segment(
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pos: Vector2, distance: float, s1: Vector2, s2: Vector2
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) -> Vector2:
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var test_line := (s2 - s1).rotated(deg_to_rad(90)).normalized()
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var from_a := pos - test_line * distance
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var from_b := pos + test_line * distance
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var closest_point := Vector2.INF
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if Geometry2D.segment_intersects_segment(from_a, from_b, s1, s2):
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closest_point = Geometry2D.get_closest_point_to_segment(pos, s1, s2)
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return closest_point
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func _snap_to_rectangular_grid_boundary(
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pos: Vector2, grid_size: Vector2i, grid_offset: Vector2i, snapping_distance: float
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) -> Vector2:
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var grid_pos := pos.snapped(grid_size)
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grid_pos += Vector2(grid_offset)
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# keeping grid_pos as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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# t_l is for "top left" and so on
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var t_l := grid_pos + Vector2(-grid_size.x, -grid_size.y)
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var t_c := grid_pos + Vector2(0, -grid_size.y)
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var t_r := grid_pos + Vector2(grid_size.x, -grid_size.y)
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var m_l := grid_pos + Vector2(-grid_size.x, 0)
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var m_c := grid_pos
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var m_r := grid_pos + Vector2(grid_size.x, 0)
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var b_l := grid_pos + Vector2(-grid_size.x, grid_size.y)
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var b_c := grid_pos + Vector2(0, grid_size.y)
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var b_r := grid_pos + Vector2(grid_size)
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var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
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for vec in vec_arr:
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if vec.distance_to(pos) < grid_pos.distance_to(pos):
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grid_pos = vec
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var grid_point := _get_closest_point_to_grid(pos, snapping_distance, grid_pos)
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if grid_point != Vector2.INF:
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pos = grid_point.floor()
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return pos
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func _snap_to_rectangular_grid_center(
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pos: Vector2, grid_size: Vector2i, grid_offset: Vector2i, snapping_distance: float
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) -> Vector2:
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@ -325,7 +244,7 @@ func _snap_to_rectangular_grid_center(
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func _snap_to_guide(
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snap_to: Vector2, pos: Vector2, distance: float, s1: Vector2, s2: Vector2
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) -> Vector2:
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var closest_point := _get_closest_point_to_segment(pos, distance, s1, s2)
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var closest_point := Tools.get_closest_point_to_segment(pos, distance, s1, s2)
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if closest_point == Vector2.INF: # Is not close to a guide
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return Vector2.INF
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# Snap to the closest guide
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@ -386,7 +305,7 @@ func _pick_color(pos: Vector2i) -> void:
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if pos.x < 0 or pos.y < 0:
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return
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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var cel := Global.current_project.get_current_cel() as CelTileMap
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Tools.selected_tile_index_changed.emit(cel.get_cell_index_at_coords(pos))
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return
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@ -204,7 +204,7 @@ func fill(pos: Vector2i) -> void:
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func fill_in_color(pos: Vector2i) -> void:
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var project := Global.current_project
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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for cel in _get_selected_draw_cels():
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if cel is not CelTileMap:
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continue
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@ -331,7 +331,7 @@ func _flood_fill(pos: Vector2i) -> void:
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# implements the floodfill routine by Shawn Hargreaves
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# from https://www1.udel.edu/CIS/software/dist/allegro-4.2.1/src/flood.c
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var project := Global.current_project
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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for cel in _get_selected_draw_cels():
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if cel is not CelTileMap:
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continue
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@ -195,7 +195,7 @@ func _draw_shape() -> void:
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func _draw_pixel(point: Vector2i, images: Array[ImageExtended]) -> void:
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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draw_tile(point)
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else:
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if Global.current_project.can_pixel_get_drawn(point):
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@ -174,7 +174,7 @@ func _draw_shape() -> void:
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for point in points:
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# Reset drawer every time because pixel perfect sometimes breaks the tool
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_drawer.reset()
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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draw_tile(point)
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else:
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# Draw each point offsetted based on the shape's thickness
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@ -101,6 +101,11 @@ func apply_selection(pos: Vector2i) -> void:
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## Given an origin point and destination point, returns a rect representing
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## where the shape will be drawn and what is its size
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func _get_result_rect(origin: Vector2i, dest: Vector2i) -> Rect2i:
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if Tools.is_placing_tiles():
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var tileset := (Global.current_project.get_current_cel() as CelTileMap).tileset
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var grid_size := tileset.tile_size
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origin = Tools.snap_to_rectangular_grid_boundary(origin, grid_size)
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dest = Tools.snap_to_rectangular_grid_boundary(dest, grid_size)
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var rect := Rect2i()
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# Center the rect on the mouse
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@ -125,6 +130,7 @@ func _get_result_rect(origin: Vector2i, dest: Vector2i) -> Rect2i:
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rect.position = Vector2i(mini(origin.x, dest.x), mini(origin.y, dest.y))
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rect.size = (origin - dest).abs()
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rect.size += Vector2i.ONE
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if not Tools.is_placing_tiles():
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rect.size += Vector2i.ONE
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return rect
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@ -65,7 +65,7 @@ func _pick_color(pos: Vector2i) -> void:
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pos = project.tiles.get_canon_position(pos)
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if pos.x < 0 or pos.y < 0:
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return
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if is_placing_tiles():
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if Tools.is_placing_tiles():
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var cel := Global.current_project.get_current_cel() as CelTileMap
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Tools.selected_tile_index_changed.emit(cel.get_cell_index_at_coords(pos))
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return
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@ -224,6 +224,10 @@ func _move_with_arrow_keys(event: InputEvent) -> void:
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if is_zero_approx(absf(move.y)):
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move.y = 0
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var final_direction := (move * step).round()
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if Tools.is_placing_tiles():
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var tileset := (Global.current_project.get_current_cel() as CelTileMap).tileset
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var grid_size := tileset.tile_size
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final_direction *= Vector2(grid_size)
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move_content(final_direction)
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@ -313,6 +317,8 @@ func _update_on_zoom() -> void:
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func _gizmo_resize() -> void:
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if Tools.is_placing_tiles():
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return
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var dir := dragged_gizmo.direction
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if Input.is_action_pressed("shape_center"):
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# Code inspired from https://github.com/GDQuest/godot-open-rpg
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@ -379,10 +385,11 @@ func resize_selection() -> void:
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else:
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Global.current_project.selection_map.copy_from(original_bitmap)
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if is_moving_content:
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content_pivot = original_big_bounding_rectangle.size / 2.0
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preview_image.copy_from(original_preview_image)
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DrawingAlgos.nn_rotate(preview_image, angle, content_pivot)
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preview_image.resize(size.x, size.y, Image.INTERPOLATE_NEAREST)
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if not Tools.is_placing_tiles():
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content_pivot = original_big_bounding_rectangle.size / 2.0
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DrawingAlgos.nn_rotate(preview_image, angle, content_pivot)
|
||||
preview_image.resize(size.x, size.y, Image.INTERPOLATE_NEAREST)
|
||||
if temp_rect.size.x < 0:
|
||||
preview_image.flip_x()
|
||||
if temp_rect.size.y < 0:
|
||||
|
@ -456,6 +463,15 @@ func move_borders(move: Vector2i) -> void:
|
|||
return
|
||||
marching_ants_outline.offset += Vector2(move)
|
||||
big_bounding_rectangle.position += move
|
||||
if Tools.is_placing_tiles():
|
||||
var tileset := (Global.current_project.get_current_cel() as CelTileMap).tileset
|
||||
var grid_size := tileset.tile_size
|
||||
marching_ants_outline.offset = Tools.snap_to_rectangular_grid_boundary(
|
||||
marching_ants_outline.offset, grid_size
|
||||
)
|
||||
big_bounding_rectangle.position = Vector2i(
|
||||
Tools.snap_to_rectangular_grid_boundary(big_bounding_rectangle.position, grid_size)
|
||||
)
|
||||
queue_redraw()
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue