This will allow us to create more selection tools in the future, that aren't necessarily rectangular (See #129) and even enhance the current rectangle selection tool (See #56)
Current issues spotted so far:
Drawing is slower for large images, and bucket filling is also considerably slower even on a 64x64 image. Optimizations are required.
* Refactoring tools
* Remove unused code
* Fixed some inferring errors and added translations
* Attempt to fix some Script Errors found in the CI workflow
* Fix bucket crash.
* Fix static type convert.
Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
More specifically, moved scale, crop, invert, desaturate and generate outline code to DrawingAlgos.gd. I am a little worried of DrawingAlgos.gd getting too big though.
https://github.com/godotengine/godot/issues/31124 has now been fixed in Godot 3.2.2-rc1, so we can use Image.blend_rect() instead of a custom method. This makes exporting large images and drawing with large brush sizes a lot faster.
Once Godot 3.2.2 stable is released, the custom blend_rect method will be completely removed.
The structure of the .pxo files is now consisted of a JSON-structured metadata part, where all the data that can be stored as text are, and a binary part, that contain all the actual image data for each cel and project brush.
This makes it easier for users to understand the .pxo structure, easier to add more changes without having to check versions for backwards compatibility, easier to be opened by third-party apps and it allows us to make an "Export JSON metadata" option, that will export just the metadata in JSON format, without the binary image data.
It's backwards compatible and .pxo files from as far as v0.5 are still supported.
A Project class contains project-specific data like name, undo_redo, frames, layers, tags and brushes. These variables have been moved from Global. This is the first step towards multiple tab support, where each tab will be a different Project.
Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.
ColorAndToolOptions has now the same code for left and right tool options, with more similar refactoring coming soon to places like Canvas and DrawingAlgos
Instead of having 2 variables for left & right nodes, use an array instead. This will help with better looking code, automation and less repetitive code, as seen in ToolButtons.gd. Move related refactoring will follow.
Moved code from Global.gd and Canvas.gd to DrawingAlgos.gd. Will also move the fill_gaps and draw_brush methods of Canvas.gd next. Maybe even refactor the inside of them a bit to make them easier to read.