mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-31 15:39:49 +00:00
Support draw tiles mode in the magic wand tool
Now all selection tools are supported. They can all move, but not yet resize.
This commit is contained in:
parent
0c3facf376
commit
e0e328f967
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@ -34,10 +34,10 @@ func apply_selection(pos: Vector2i) -> void:
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var cel_image := Image.new()
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var cel_image := Image.new()
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cel_image.copy_from(_get_draw_image())
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cel_image.copy_from(_get_draw_image())
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_flood_fill(pos, cel_image, project.selection_map, previous_selection_map)
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_flood_fill(pos, cel_image, project, previous_selection_map)
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# Handle mirroring
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# Handle mirroring
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for mirror_pos in Tools.get_mirrored_positions(pos):
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for mirror_pos in Tools.get_mirrored_positions(pos):
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_flood_fill(mirror_pos, cel_image, project.selection_map, previous_selection_map)
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_flood_fill(mirror_pos, cel_image, project, previous_selection_map)
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Global.canvas.selection.big_bounding_rectangle = project.selection_map.get_used_rect()
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Global.canvas.selection.big_bounding_rectangle = project.selection_map.get_used_rect()
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Global.canvas.selection.commit_undo("Select", undo_data)
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Global.canvas.selection.commit_undo("Select", undo_data)
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@ -59,6 +59,39 @@ func update_config() -> void:
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$ToleranceSlider.value = _tolerance * 255.0
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$ToleranceSlider.value = _tolerance * 255.0
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func _on_tolerance_slider_value_changed(value: float) -> void:
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_tolerance = value / 255.0
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update_config()
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save_config()
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func _flood_fill(
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pos: Vector2i, image: Image, project: Project, previous_selection_map: SelectionMap
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) -> 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 selection_map := project.selection_map
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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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var tile_index := (cel as CelTileMap).get_cell_index_at_coords(pos)
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# init flood data structures
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_allegro_flood_segments = []
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_allegro_image_segments = []
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_compute_segments_for_tilemap(pos, cel, tile_index)
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_select_segments_tilemap(project, previous_selection_map)
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return
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var color := image.get_pixelv(pos)
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# init flood data structures
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_allegro_flood_segments = []
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_allegro_image_segments = []
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_compute_segments_for_image(pos, project, image, color)
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# now actually color the image: since we have already checked a few things for the points
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# we'll process here, we're going to skip a bunch of safety checks to speed things up.
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_select_segments(selection_map, previous_selection_map)
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# Add a new segment to the array
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# Add a new segment to the array
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func _add_new_segment(y := 0) -> void:
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func _add_new_segment(y := 0) -> void:
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_allegro_flood_segments.append(Segment.new(y))
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_allegro_flood_segments.append(Segment.new(y))
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@ -140,22 +173,6 @@ func _check_flooded_segment(
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return ret
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return ret
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func _flood_fill(
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pos: Vector2i, image: Image, selection_map: SelectionMap, previous_selection_map: SelectionMap
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) -> 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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var color := image.get_pixelv(pos)
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# init flood data structures
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_allegro_flood_segments = []
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_allegro_image_segments = []
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_compute_segments_for_image(pos, project, image, color)
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# now actually color the image: since we have already checked a few things for the points
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# we'll process here, we're going to skip a bunch of safety checks to speed things up.
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_select_segments(selection_map, previous_selection_map)
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func _compute_segments_for_image(
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func _compute_segments_for_image(
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pos: Vector2i, project: Project, image: Image, src_color: Color
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pos: Vector2i, project: Project, image: Image, src_color: Color
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) -> void:
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) -> void:
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@ -201,7 +218,128 @@ func _set_bit(p: Vector2i, selection_map: SelectionMap, prev_selection_map: Sele
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selection_map.select_pixel(p, !_subtract)
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selection_map.select_pixel(p, !_subtract)
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func _on_tolerance_slider_value_changed(value: float) -> void:
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func _compute_segments_for_tilemap(pos: Vector2i, cel: CelTileMap, src_index: int) -> void:
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_tolerance = value / 255.0
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# initially allocate at least 1 segment per line of the tilemap
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update_config()
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for j in cel.vertical_cells:
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save_config()
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_add_new_segment(j)
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pos /= cel.tileset.tile_size
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# start flood algorithm
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_flood_line_around_point_tilemap(pos, cel, src_index)
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# test all segments while also discovering more
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var done := false
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while not done:
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done = true
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var max_index := _allegro_flood_segments.size()
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for c in max_index:
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var p := _allegro_flood_segments[c]
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if p.todo_below: # check below the segment?
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p.todo_below = false
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if _check_flooded_segment_tilemap(
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p.y + 1, p.left_position, p.right_position, cel, src_index
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):
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done = false
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if p.todo_above: # check above the segment?
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p.todo_above = false
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if _check_flooded_segment_tilemap(
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p.y - 1, p.left_position, p.right_position, cel, src_index
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):
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done = false
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## Fill an horizontal segment around the specified position, and adds it to the
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## list of segments filled. Returns the first x coordinate after the part of the
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## line that has been filled.
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## Τhis method is called by [method _flood_fill] after the required data structures
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## have been initialized.
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func _flood_line_around_point_tilemap(pos: Vector2i, cel: CelTileMap, src_index: int) -> int:
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if cel.get_cell_index_at_coords_in_tilemap_space(pos) != src_index:
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return pos.x + 1
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var west := pos
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var east := pos
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while west.x >= 0 && cel.get_cell_index_at_coords_in_tilemap_space(west) == src_index:
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west += Vector2i.LEFT
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while (
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east.x < cel.horizontal_cells
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&& cel.get_cell_index_at_coords_in_tilemap_space(east) == src_index
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):
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east += Vector2i.RIGHT
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# Make a note of the stuff we processed
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var c := pos.y
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var segment := _allegro_flood_segments[c]
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# we may have already processed some segments on this y coordinate
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if segment.flooding:
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while segment.next > 0:
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c = segment.next # index of next segment in this line of image
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segment = _allegro_flood_segments[c]
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# found last current segment on this line
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c = _allegro_flood_segments.size()
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segment.next = c
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_add_new_segment(pos.y)
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segment = _allegro_flood_segments[c]
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# set the values for the current segment
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segment.flooding = true
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segment.left_position = west.x + 1
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segment.right_position = east.x - 1
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segment.y = pos.y
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segment.next = 0
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# Should we process segments above or below this one?
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# when there is a selected area, the pixels above and below the one we started creating this
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# segment from may be outside it. It's easier to assume we should be checking for segments
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# above and below this one than to specifically check every single pixel in it, because that
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# test will be performed later anyway.
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# On the other hand, this test we described is the same `project.can_pixel_get_drawn` does if
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# there is no selection, so we don't need branching here.
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segment.todo_above = pos.y > 0
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segment.todo_below = pos.y < cel.vertical_cells - 1
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# this is an actual segment we should be coloring, so we add it to the results for the
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# current image
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if segment.right_position >= segment.left_position:
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_allegro_image_segments.append(segment)
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# we know the point just east of the segment is not part of a segment that should be
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# processed, else it would be part of this segment
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return east.x + 1
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func _check_flooded_segment_tilemap(
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y: int, left: int, right: int, cel: CelTileMap, src_index: int
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) -> bool:
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var ret := false
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var c := 0
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while left <= right:
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c = y
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while true:
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var segment := _allegro_flood_segments[c]
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if left >= segment.left_position and left <= segment.right_position:
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left = segment.right_position + 2
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break
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c = segment.next
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if c == 0: # couldn't find a valid segment, so we draw a new one
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left = _flood_line_around_point_tilemap(Vector2i(left, y), cel, src_index)
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ret = true
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break
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return ret
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func _select_segments_tilemap(project: Project, previous_selection_map: SelectionMap) -> void:
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# short circuit for flat colors
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for c in _allegro_image_segments.size():
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var p := _allegro_image_segments[c]
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for px in range(p.left_position, p.right_position + 1):
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# We don't have to check again whether the point being processed is within the bounds
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_set_bit_rect(Vector2i(px, p.y), project, previous_selection_map)
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func _set_bit_rect(p: Vector2i, project: Project, prev_selection_map: SelectionMap) -> void:
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var selection_map := project.selection_map
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var tilemap := project.get_current_cel() as CelTileMap
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var cell_position := tilemap.get_cell_position_in_tilemap_space(p)
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if _intersect:
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var image_coords := tilemap.get_cell_coords_in_image(cell_position)
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select_tilemap_cell(
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tilemap,
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cell_position,
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project.selection_map,
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prev_selection_map.is_pixel_selected(image_coords)
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)
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else:
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select_tilemap_cell(tilemap, cell_position, project.selection_map, !_subtract)
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