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126 commits

Author SHA1 Message Date
Emmanouil Papadeas 8a8e6929b9 Replace Tweens with SceneTreeTweens
Futureproofing for easier porting to Godot 4.0, and reducing lines of code in the process ;)
2022-08-09 03:57:14 +03:00
Emmanouil Papadeas a9e624e319 Greatly optimize selection content deletion
New speeds with this commit (approximately)
64x64: 0-1ms
1024x1024: 27ms
2048x2048: 73ms
4096x4096: 261ms

Old speeds before this commit (approximately)
64x64: 42ms
1024x1024: 5204ms
2048x2048: 20988ms
4096x4096: 83973ms
2022-08-08 19:07:17 +03:00
Emmanouil Papadeas 41ccc704c2
Refactor the selection system to use an Image instead of a BitMap (#710)
* Use Image instead of BitMap for selection

Not complete and Pixelorama is currently broken

* Add a SelectionMap class

* Make the changes in Selection.gd

* Remove selection_bitmap

* Replace duplicate() with copy_from()

* Fix selection

Intersection and transforming are not working

* Fix wrong pixel color values

* Fix selection transforming

* Call selection_bitmap_changed() on scale

* Fix clipboard

* Remove bitmap_to_image()

* Rename selection_image to selection_map

* No errors in Magic Wand

* Rename selection_bitmap_changed() to selection_map_changed()

* Format

* Fix selection resizing

* Remove a line from image effects

* Fast selection inverting using shader

* Update SelectionMap.gd

* Format

* Convert SelectionMap back to LA8 after inverting

* Minor refactor in RectSelect.gd

* Fix intersections

* Use shader for ColorSelect and add color similarity option

* Update RotateImage.gd
2022-08-08 03:03:17 +03:00
Variable 8803acd105
Tile mode fixes (Heavy testing required) (#723)
* Hide/Show options based on current tile option

* Changed a condition for tile mode

* Simplified tile detection code

* Priortize main tile as nearest if mouse is in it

* make tile mode draw behind canvas

* Changed a condition

* Tiles on top gets detected first...

...in case of overlap

* Only display relavant options

according to current mode

* Update preview according to..

..current mode

* removed print()

* Added tile masking

* Added tile masking

* Compare mask with project size

only masks with same size as project are accepted

* Formatting

* Added the suggestions

* Some minor modifications

* detect if a mask is loaded or not

* Added tile_mask to project

* Cosmetics

* added path detection

* added option to emit signal instead of loading...

... image directly through OpenSave

* Added a way to load mask for HTML5

* formatting

* formatting

* Formatting

* set proper way for saving tile_mask

* Formatting

* removed whitespace
2022-08-02 18:57:06 +03:00
Emmanouil Papadeas 388c121520 Make the canvas preview play button respect frame tags 2022-07-21 22:26:01 +03:00
Emmanouil Papadeas 0b1ea0d680 Made Guide.gd a bit easier to read 2022-07-15 21:13:46 +03:00
Emmanouil Papadeas f432defd1f Fix symmetry points being wrong on project initialization
The symmetry points were wrong if the "Show Guides" option in the View menu is toggled off, and mirroring was enabled.
2022-07-04 21:36:19 +03:00
Variable c3eaddd9ca
Implemented text clipboard system instead of the old one (#693)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added error calculation

* revert last commit

* Implemented OS.clipboard (using var2str())

* some sanity checks

* formatting

* use text system instead of os clibboard
2022-06-23 20:14:03 +03:00
Grant Moyer aadad462b9
Add options for custom tile mode offest (#707)
* Add preferences for tile mode basis vectors

Each tile is offset according to the x and y basis. For example, a tile (1,1) would be at basis_x + basis_y

* Update tools for custom tile modes

Show the indicator in the correct position, and only draw on the nearest tile.

* Fix style issues

* Move tile functionality to own class to prevent bloating Project

* Fix error in Tiles bounding box logic

* Make tile mode offsets project settings

Since the desired tile mode offsets depends on the tile being drawn, the tile mode offsets should be a project specific setting which is persisted in the project file.

* Update TileMode object immediately after closing dialog

* Don't draw center tile by default in TileMode

* Move tile mode offsets to view menu

* Move tile mode offsets dialog out of ImageEffects
2022-06-20 12:07:20 +03:00
Emmanouil Papadeas f327eccaa1 Delete content in all selected cels, and not when a layer is locked/invisible 2022-05-17 19:48:06 +03:00
Emmanouil Papadeas da65380169 Made left and right tool activation shortcuts configurable
Mapped to left and right mouse buttons respectively by default, as well was L1 and R1 buttons respectively in joypads. This commit should allow mouse-free drawing, since it's now possible to activate the left and right tools via joypad and keyboard buttons, thanks to the Keychain plugin.
2022-05-17 01:25:50 +03:00
Emmanouil Papadeas d028582f27 Move cursor with numpad arrow keys, joy d-pad and left stick
Similar to GraphicsGale, you can now draw without moving the mouse. Although you still need the mouse for the left and right buttons, but I'd like to make give more options to the user as well so that they can activate tools using keyboard and joypad buttons, if they like.

The numpad arrow keys did nothing previously, so nothing changes for people who are not interested in this feature. They are also configurable thanks to the Keychain plugin.
2022-05-16 21:50:19 +03:00
Emmanouil Papadeas a98424e474 Rename "confirm" and "cancel" input events
Into "transformation_confirm" and "transformation_cancel" respectively.
2022-05-16 20:01:17 +03:00
Emmanouil Papadeas f509dfb9f6
Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin

* Update ShortcutEdit.gd

* Load & save preset option

* Add some groups and fix action events not being deleted on load

* Add MenuInputAction class for multiple menu accelerators

* Create a proper plugin and a BetterInput autoload

* Update menu accelerators

* Move settings to BetterInput

* Move menu enums to Global, make more MenuInputActions

* Add more menu events

* Add new groups

* Optimize BetterInput _input() method

* Remove a lot of lines of code

* Change some previous events, add ignore actions and a View menu group

* Change update_item_accelerator to update_ui

* Move MenuInputAction initialization to BetterInput.gd

* Update hint tooltips when a shortcut changes

Temporarily comment out some code regarding the configurable modifiers

* Some MenuInputAction variable name changes

* Add handle_input() to InputAction

* Update the shortcuts of buttons

* Fix shortcut selector menu position

* Change plugin name into Keychain

* Fix keyboard input dialog exiting when Enter or Space is being pressed

* Add two more groups

* Make groups folded by default

* Temporarily make tool modifier shortcuts not configurable

A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.

* Add license for Keychain

* Fix issue where a key event would be added in other input types

* Fix bug where the assigned state was not updated when the dialog appeared again

* Update Main.tscn

* Add a disabled line edit in keyboard shortcut selector to grab focus

* Load presets in the Keychain autoload

This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.

WARNING, this currently causes crashes if the menu items have no shortcut binded to them.

* Move custom settings away from Keychain.gd

To keep it the same as the upstream plugin

* Change menu enum names

* Made action_get_first_key() more general

* Use arrays for menu items instead of dictionaries, fixes crash

* Move moveable panels to Window menu

* Format

* Optimize hint tooltip updating

* Add support for translations in Keychain

* Translation changes

* Made tool modifiers configurable

Needs more testing.

* Made camera arrow key movement configurable & joypad axis support

This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.

The right joypad analog stick is configured to move the camera by default.

* Rename presets into shortcut profiles, use Resources and let users create their own

* [skip ci] Update addons README

* Update Global.gd
2022-05-16 15:07:51 +03:00
Manolis Papadeas d01d0a287a Make cut not work on locked/invisible layers 2022-03-31 17:30:25 +03:00
Manolis Papadeas 0e79138d87 Another canvas texture optimization + bug fix with resizing 2022-03-20 18:52:48 +02:00
ArthyChaux 9e5db16994
Optimize canvas texture updates (#661)
In this line, a new texture is generated each time the canvas is updated it seems :
But it is mentionned in the documentation to use `void set_data(image: Image)` instead for slightly faster results, which updates the texture instead of creating a new one.

I hope that it is relevant !

Also, if it is approved, this change should be applied to everywhere it is used (except when initializing the texture)
2022-03-19 19:21:07 +02:00
Manolis Papadeas 196c5c2d5d Make the second canvas a separate panel and have it hidden by default 2022-02-15 01:48:49 +02:00
Manolis Papadeas d26d1e294b Fix cursor always being a cross on the canvas even if it's toggled off 2022-02-12 04:25:08 +02:00
Variable 25fd6026be
Move Guides without moving mouse outside canvas (#647)
* guide movement enhancement

* Gave more access to pan tool

* Update Guide.gd

* Update Guide.gd

* Update Tools.gd
2022-02-11 03:16:33 +02:00
Manolis Papadeas a3e933cf4f Fix a bug where the selection got stuck to the canvas boundaries when they were 1px away from them 2022-02-09 16:14:16 +02:00
Manolis Papadeas 0fa6879bdf Made guides a little easier to select and drag 2022-01-04 21:00:03 +02:00
Manolis Papadeas 48326900d9 Fix a memory leak coming from the Layer class
Removed the "frame_container" property from Layer.gd, which used to hold a reference to a node, leading to orphan nodes being created and never freed. Memory management seems to be working okay now. Previously, every time the user made a change, memory kept going up and never coming down. Now, data that can never be recovered, like undo data that have been rewritten in history, are also removed from memory.
2021-12-23 19:58:07 +02:00
Manolis Papadeas 02a74d498c Fix shape tool previews not being updated when modifier keys are being pressed 2021-12-06 19:11:50 +02:00
Manolis Papadeas af86856dc6 Added a clipboard pattern button
It starts empty and gets updated every time the user copies something.
2021-12-05 18:37:15 +02:00
Manolis Papadeas 59ee60151e Change "Rectangle Select" undoredo action to "Select" 2021-12-02 13:25:20 +02:00
Manolis Papadeas 67ec887ad1 Just one method for undo/redo in Global.gd 2021-12-02 02:22:32 +02:00
Manolis Papadeas f70efe3076 Move new_empty_frame() to Project.gd from Canvas.gd
This commit also changes the behavior of the fill color. The new cels now only get filled with the Project.fill_color if they are on the bottom layer.
2021-12-01 20:50:50 +02:00
Manolis Papadeas 4c60ef144f Fixed project not having the correct size if the default image size has been changed in the Preferences
Ideally, the new_empty_frame() method should be removed from Canvas and should probably go to Frame or Project.
2021-12-01 20:02:39 +02:00
Manolis Papadeas f7ef4a4283 Remove handle_undo() and handle_redo() from Canvas.gd
Getting rid of some old, unneeded code.
2021-12-01 17:49:22 +02:00
Manolis Papadeas 72aef23cce UI changes to the onion skinning settings
Also changed the ignore text to the "_io" suffix instead of "ignore_onion", because this is quicker to type.
2021-12-01 02:28:12 +02:00
Manolis Papadeas e2a68c4ba4 Add an underscore to private method's names
As a way to differentiate between public and private methods, as per the official GDScript naming convention. Haven't changed all of the codebase yet, just some scripts that had a lot of public methods. This fixed 4 of the 7 errors of the linter.
2021-11-29 17:12:30 +02:00
Manolis Papadeas 540a61ae4d Merge onion skinning past and future into one script 2021-11-26 03:38:00 +02:00
Variable 159a821dd2
Better Onion Skinning (#600)
* better onion part (1/3)

changed code and added scripts

* better onion part (2/3)

added some onion variables

* better onion part (3/3)

Added to onion dialog

* removed whitespace that gave static error
2021-11-26 02:55:08 +02:00
Manolis Papadeas c6b9a1fb82
Format code and add static checks (#599)
* gdformat .

* Lint code - Part 1

* Format code - Part 2

* Lint code - Part 2

Trying to fix the max allowed line length errors

* Add normal_map_invert_y to the image .import files

Because of Godot 3.4

* Do not call private methods outside of the script's scope

Lint code - Part 3

* Format code - Part 3

* Fixed more line length exceeded errors - Lint code Part 3

* Export array of licenses - Lint code part 4

* Clean hint_tooltip code from Global

Removes a lot of lines of code

* Create static-checks.yml

* Fix FreeType's license
2021-11-25 14:48:30 +02:00
Manolis Papadeas 536250f517 Moved some variables away from Global 2021-11-23 02:36:22 +02:00
Manolis Papadeas 79ff0a8d45 Optimize _input() methods 2021-11-22 21:32:39 +02:00
Manolis Papadeas 4931e50213 Move cursot tool icon visibility to ViewportContainer
I have no idea what I was thinking when I put that code inside Canvas' _input()
2021-11-22 18:43:06 +02:00
Manolis Papadeas f4c903771d Remove some unneeded yield() calls
And minor changes to make the code a tiny bit more clean. I tested this PR, but it still might be a bit risky.
2021-11-17 19:59:14 +02:00
mrtripie 0081aa365a
Guide Color Improvements (#561)
* Symmetry guide color work

* Changed to semi-transparent guides from red, blend slight blue into symmetry guides for variation

Co-authored-by: MrTriPie <MrTriPie>
2021-11-17 01:48:21 +02:00
Manolis Papadeas 752703878d Use onready vars for nodes in Global.gd
I have no idea why I didn't do that sooner. This cleared over 80 lines of code.
2021-11-16 00:04:50 +02:00
mrtripie a9039cccd5
Canvas Rotation (#558)
* Implemented canvas rotation

Co-authored-by: MrTriPie <MrTriPie>
2021-11-13 20:43:37 +02:00
Manolis Papadeas 056cb76a46 Minor code cleanups 2021-11-06 17:23:54 +02:00
Manolis Papadeas b7e598c438 Fix issue with copying and pasting to a different project that has a smaller canvas
Fixes a bug caused by 86e66495b1
2021-10-06 02:02:56 +03:00
Manolis Papadeas 721cab8765 Minor changes that make Pixelorama work with Android
Just planting the seeds of a possible Android version, probably tablet-only, at least at first. I do not know when that will happen yet.
2021-10-02 15:08:58 +03:00
Manolis Papadeas 3b7ac1eddf Fix guides not working properly when the UI is scaled 2021-09-27 01:30:53 +03:00
Manolis Papadeas 86e66495b1 Fix issue with copying and pasting to a different project that has a bigger canvas 2021-09-24 19:23:59 +03:00
Manolis Papadeas 47b20ff5c3 Fix the canvas preview having incorrect zoom when switching between projects 2021-09-04 15:32:44 +03:00
Variable 32dc69fee6
Guide corrections (#528)
* Fixed guide size
2021-08-30 15:00:04 -07:00
Variable 75059b5b12
Selection fixes (#527)
* Fix for multiple cel selection issue

Now it will only apply selection to the selected cels that are **visible and unlocked**

* Fix for loss of selection data

This will hopefully fix the selection data loss on toggling layer buttons
2021-08-30 03:24:48 -07:00