1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-02-07 19:09:50 +00:00
Commit graph

13 commits

Author SHA1 Message Date
Emmanouil Papadeas 2d28136449
Implement indexed mode (#1136)
* Create a custom PixeloramaImage class, initial support for indexed mode

* Convert opened projects and images to indexed mode

* Use shaders for RGB to Indexed conversion and vice versa

* Add `is_indexed` variable in PixeloramaImage

* Basic undo/redo support for indexed mode when drawing

* Make image effects respect indexed mode

* Move code from image effects to ShaderImageEffect instead

* Bucket tool works with indexed mode

* Move and selection tools works with indexed mode

* Brushes respect indexed mode

* Add color_mode variable and some helper methods in Project

Replace hard-coded cases of Image.FORMAT_RGBA8 with `Project.get_image_format()` just in case we want to add more formats in the future

* Add a helper new_empty_image() method to Project

* Set new images to indexed if the project is indexed

* Change color modes from the Image menu

* Fix open image to replace cel

* Load/save indices in pxo files

* Merging layers works with indexed mode

* Layer effects respect indexed mode

* Add an `other_image` parameter to `PixeloramaImage.add_data_to_dictionary()`

* Scale image works with indexed mode

* Resizing works with indexed mode

* Fix non-shader rotation not working with indexed mode

* Minor refactor of PixeloramaImage's set_pixelv_custom()

* Make the text tool work with indexed mode

* Remove print from PixeloramaImage

* Rename "PixeloramaImage" to "ImageExtended"

* Add docstrings in ImageExtended

* Set color mode from the create new image dialog

* Update Translations.pot

* Show the color mode in the project properties dialog
2024-11-20 14:41:37 +02:00
Emmanouil Papadeas dec698024c Implement selection expanding and shrinking via the Select menu 2024-11-14 17:59:53 +02:00
Emmanouil Papadeas 97a1de6db2 Fix bug where images with width or height 1 are unable to be exported/affected by image effects
For some reason, ShaderImageEffect does not like images with width/height of 1.
2024-04-10 02:15:11 +03:00
Emmanouil Papadeas 8de9697be0
Layer blend modes (#911)
* Preview blend modes

No support for exporting and layer merging yet. Also need to fix the move tool preview.

* Preview blend modes on tile mode

* Raise layer limit to 1024

* Export images with layer blending modes

* Save blend modes in pxo files

* Merge layers with blending modes

* Fix crash when adding a new layer

* Preview blending in the other canvases

* Update DrawingAlgos.gd

* Move tool preview

* Re-arrange blend menu and add lighten, darken, linear burn and exclusion

* Add divide blend mode

* Add hue, saturation, color & luminosity blend modes

* Undo/redo when changing blend modes
2023-10-22 01:57:45 +03:00
Emmanouil Papadeas 91bfef16b3
Port to Godot 4 (#900)
* Initial conversion

* Hide some dialogs

* Update addons

* Fix errors in scripts

Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()

* Update shaders

* Fix some more errors and signals, rename "pressed" to "button_pressed"

* Even more error fixes and renaming corrections

* Fixed more errors, Pixelorama almost runs

* Update ValueSlider.gd

* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage

* More static function using

* Re-add some of the dialog signals, fix window transparency

* Change instances of popup_hide to visibility_changed

* More more errors and warnings

* Fix more errors and warnings

* Get rid of errors in the output when opening Pixelorama in Godot

* Properly connect most signals without using strings

* Fix some scenes

* Don't load Main.tscn

* Emit signals directly instead of using strings

* Fix Keychain menu nodes

* Get rid of self. on most instances, as setters and getters are now always called

* Some more static typing

* Disable texture filters

* Fix zooming

* Fix int as enum warnings

* Fix tools and rename doubleclick to double_click

* Update tool scenes

* Fix tabs

* Fix create new image

* Use static typing on flood fill to speed it up

* Update static-checks.yml

* Reverts #729 for a speedup, hopefully the bug won't get re-introduced

* Fix TransparentChecker warning

* Re-add Default template

* Fix 3D cels

* Fix rotation

Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264

* Fix UITransparency alignment issue, thanks Variable

* Add missing OptionButton items

Hopefully that should be all of them

* Fix the appearance of CollapsibleContainer

* Change instances of world to world_3d

* Fix tool button backgrounds

* Fix Splash dialog

* Fix brush selection

* Update Main.gd

* Fix About Dialog

* Fix more zooming issues

* Fix canvas preview zooming

* Use signals for queue_redraw on project change

* Fix layer button's look

* Fix gradients

* Some gradient fixes and code cleanups, dithering is still broken

* Fix bucket

* Fix the rest of the undo_redo.add_(un)do_method() cases

* Fix guides

* Fix guide text

* Some small changes in Main

* Update Tools.gd

* Fix palette importing

* Get rid of TODOGODOT4s

* Fix the rest of the dialogs

* Update the rest of the scenes

* Fix onion skinning and frame tag dialogs

* Fix file brushes being imported twice

* Fix palette swatch crashing on double click

* Use nearest filter for some of the windows

* Remove old .tres font files

* Fix language switching

* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools

* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items

This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged.

* Clean shortcut-related duplicate code in TopMenuContainer

* Remove DroidSansFallback now that system fonts can be used as fallback

* Remove 3.x settings from project.godot

* Format

* Format gdgifexporter

* Reset Keychain to its original state

* Remove textures from the dark and gray themes

* Remove all textures from the dark theme

* Better static typing in DrawingAlgos

* Use Vector2i for project size

* [Risky commit] Use Vector2i instead of Vector2 for tools

I tested it and everything seems to be working the same as before, but more testing would be appreciated.

* Format after previous commit

* Fix line angle constraint being rotated 180 degrees

This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.

* Fix input map action not found errors when pressing Shift or Control

* Make AnimatePanel bigger, add spring interpolation

* Fix some layouts/extensions/preferences loading errors

* Fix dithering

* Update layout resources

Probably doesn't change anything at all, but I suppose it might be a good thing to do

* Small changes

* Disable filter in ResizeCanvas dialog

* Fix some preferences default button states

* Fix tile mode always having masking on

* Use integers in tile mode

* Fix checkboxes in preferences not working

* More statically typed arrays!

No need to have these # Array of X comments anymore!

* Fix "apply all" for multiple preview dialogs

* Update theme.tres

* Add HeaderSmall theme type variation

* Fix dynamics buttons

* Don't allow sub-zero zoom values

* Let zoom_out_max always remain Vector2(0.01, 0.01)

This fixes zooming on large canvases

* Bump version to v1.0-dev

* Fix ambient light not working on 3D cels

* Fix .obj loading

* Don't allow greater than max values in the zoom slider

* Set maximum zoom value to always be (500, 500)

* Set zoom slider minimum value to 1

* Some UI changes, mostly related to buttons and the timeline

* Change window titles to what they were before

* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels

* Avoid changing Cel3DObject's file_path if it's the same

* Make preferences window bigger

* Fix png exporting

* Fix reference image initial size and filter setting

* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor

* Format and some linting

* Remove most Images from the rest of the themes

* Remove all textures from all themes

* Fix drawing when the mouse gets released outside the canvas boundaries

* Format Keychain

* Implement #890

* Fix recorder

* Fix layout deletion

* Better static typing and fix empty_clicked signal-connected methods not having arguments

* Fix layout and extension directory creation if they don't already exist

* Change all instances of "HTML5" to "Web"

OS.get_name() now returns "Web" instead of "HTML5" in Godot 4

* Fix JavaScript detection

Opening files in the Web version does not yet work for some reason

* Fix formatting

* Fix lint errors

* Remove unneeded lines from rotation shaders

* Clean some rotation shader related code

* Remove ErrorManager from #891, as it's no longer needed in Godot 4

* Some docstrings

* More Vector2i and Recti replacing their float counterparts

* Remove the hardcoded shortcut from ValueSlider

Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.

* Fix bugs from the rebase, integer zooming is currently broken

* Format

* Fix bug where some imported images would fail to load when using smart slice

* Fix integer zooming (I think)

* Fix errors after #898

* Fix some UI issues with PreviewDialog

* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd

* Update Keychain and addons/README.md

* Update CI to Godot 4.1.1 (probably will not work)

* Remove XDGDataPaths.gd

* Make windows non-exclusive

* Attempt to fix macOS CI

* Attempt to fix CI

* Attempt to fix CI

* Minor fix in the dark theme, more will follow

* Silence enumerator/integer warning

* Attempt to fix macOS CI

* Another attempt to fix macOS CI

* Attempt to fix Windows & macOS CI

* fix: Recorder directory create (#903)

* Update Keychain so that the brush size shortcuts can be changed

This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons

* Change OSX to macOS

* Detect if multi-threading is enabled when exporting gifs

* Fix color picker not working on the top color mode

* Make some public methods private in Export.gd

* Remove Global.window_title variable

* Fix frame UI in the timeline breaking after 100 frames

* Static typing improvements for the timeline

* Better static typing for grids

* Fix typo

* Fix pixel grid not appearing

* Move preference updating code to Global using setters

This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.

* Remove RestoreDefaultButton.tscn

* Implement changing font size in the preferences

* Resize HeaderSmall font size along with the default font size

* A step towards fixing image loading in the Web version

Doesn't completely fix the issue, it requires a fix from Godot's side as well

* Implement missing input event actions for buttons

TODO: Add default shortcuts

* Do not change language and theme if they are already the defaults

Reduces the initial loading time a bit

* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools

This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.

* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger

* Fix Vector2i + Vector2 errors in grid center snapping

* Update tooltips when the shortcut profile changes

* Fix copy-paste mistake

* Update tooltips during startup if the shortcut profile is not the default

* Fix gif warning label size in ExportDialog

* Fix BBCode in ExportDialog

* Fix some Godot 4.2 warnings

* Some CI fixes

* Static typing improvements and more inline functions

* Format

* Even more static typing, inline methods, docstrings etc

* Some more static typing improvements and inline setters

* Remove unneeded project type specifying

* Fix splash dialog error

* Fix enumerator warning

* Don't preload the font in the rules and guides

* Fix some integer division warnings

Sometimes we indeed need them to be floats

* Change some Rect2s to Rect2is

* Minor static typing improvements

* Update README, CHANGELOG, Translations

* Only load translation files when needed, reduces loading time a bit

* Update Keychain so it doesn't load languages during startup

* Lazy load all tool scenes, breaks compatibility with the extension API

Decreases initial loading time

* Format

* Very minor loading time speedups

* Remove unneeded project type specifying

* Even more static typing and docstring improvements

* Fix extension loading

* Palette docstrings

---------

Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
mrtripie f0fbca8b5b
Bugfix: Duplicate Shader in ShaderImageEffect before modifiying its code (#630)
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode

* Shading tool hue shifting fixes and tweaks

* Duplicate shader resource before modifying its code

* added line before comment

Co-authored-by: MrTriPie <MrTriPie>
2022-01-07 01:49:22 +02:00
Darshan Phaldesai 51288148ee
Shader Fix Hack (#625) 2021-12-30 18:05:28 +02:00
Manolis Papadeas 311f4dd70b Add missing line to Desaturate and InvertColors, and made some changes to ShaderImageEffect 2021-12-27 00:08:06 +02:00
Manolis Papadeas 2cab2af561 Preload image effect shaders 2021-12-01 03:04:40 +02:00
Manolis Papadeas 15d987ebae Changed behavior of flip image to make it work as expected with selections
The selection itself also gets flipped, if there is any
2021-11-30 02:42:35 +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 1d20295f7d Keep images unlocked after editing them - Should close #331
Not sure if this actually solves the issue or just makes it more rare, but I haven't been able to reproduce any PoolVector locking issues so far. The problem was that images were remained locked essentially all the time, which seemed to cause issues. Maybe other PoolVectors could not get locked?
2021-07-25 21:49:37 +03:00
Darshan Phaldesai dca76afe17
Shader based invert, desaturate and HSV dialogs (#475)
* Shader based invert, desaturate and HSV dialogs

* Bug fixes
2021-04-21 05:31:33 -07:00