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354 commits

Author SHA1 Message Date
Emmanouil Papadeas f61103cac3 Add a tileset panel
Code is a bit meh, needs to be written better.
2024-11-29 19:11:22 +02:00
Emmanouil Papadeas 7ffc6c05a6 Add tilemap layers 2024-11-29 19:11:22 +02:00
Emmanouil Papadeas 68eea6e141 Implement all draw modes (untested) 2024-11-29 19:11:22 +02:00
Emmanouil Papadeas 3db12ddf03 Initial work for tilemap layers 2024-11-29 19:11:22 +02:00
Variable 31981a1def
Added a way to see index of color (plus bugfixes) (#1143)
* add a way to see indices

* fix some things

* Fixed more than one swatch selected if there is the same color available in an earlier swatch

* fixed wrong index drawn when moved to an smpty swatch

* make active_button public

* fixed wrong color getting stored in   array (similar fix to #1108.)

* If the color selected in the palette is the same then it should take prioity.

* formatting

* hide 0 index
2024-11-29 19:10:02 +02:00
Emmanouil Papadeas 01b55aca07 Fix crash when using indexed mode without a palette 2024-11-23 14:17:41 +02:00
Emmanouil Papadeas b87a8e2ab8 Fix cel copying not working with indexed mode 2024-11-22 21:00:38 +02:00
Emmanouil Papadeas e6c4a72158 Fix crash when using indexed mode and the palette has empty swatches between colors 2024-11-22 20:47:38 +02:00
Emmanouil Papadeas bd7d3b19cc Add a crop_image boolean parameter to Palette.convert_to_image()
Fixes some issues with the Palettize effect where the output would be different if the palette size changed and empty swatches were added, even if the colors themselves stayed the same.
2024-11-22 17:56:39 +02:00
Emmanouil Papadeas d0ecf3b03d Center diagonal symmetry guides when initializing a new project
The guides appear centered, but the symmetry itself is not working properly yet
2024-11-21 16:33:19 +02:00
Emmanouil Papadeas 3d65e48c92 Add backend for diagonal mirror buttons
The buttons are not yet visible
2024-11-21 12:48:52 +02:00
Emmanouil Papadeas aa1731b701 Initial work on diagonal symmetry guides
Still no buttons yet, and they cannot be moved yet.
2024-11-21 04:00:40 +02:00
Emmanouil Papadeas 558140b309 Add partial logic for diagonal mirroring
Still WIP, no buttons and guides exposed yet.
2024-11-21 03:25:41 +02:00
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 0d6b140dea Add border selection, fix some missing translation strings 2024-11-15 01:41:44 +02:00
Emmanouil Papadeas dec698024c Implement selection expanding and shrinking via the Select menu 2024-11-14 17:59:53 +02:00
Emmanouil Papadeas b0b1361722 Fix layer effect slider values being rounded to the nearest integer 2024-11-12 00:47:53 +02:00
Emmanouil Papadeas ec17e970e0 The Recorder panel now automatically records for the current project
Making its behavior more intuitive and consistent with the other panels. This also allows for multiple projects to be recorder at the same time, something that was not previous before. Changing projects now also changes the UI accordingly, depending on whether the current project is being recorded or not.

This change also fixes a memory leak, where either the first ever project or the last recorded one, stayed forever referenced in memory by the `project` variable.

Also fixed an issue where the recorder's settings size label was not showing the correct project size.
2024-11-03 18:54:08 +02:00
Emmanouil Papadeas dd8d217dc3 Changes in formatting due to gdtoolkit's new update
https://github.com/Scony/godot-gdscript-toolkit/releases/tag/4.3.2
2024-10-22 15:54:59 +03:00
Emmanouil Papadeas e2b54f70f7 Bump pxo file version to 4 to fix blend mode compatibility with older pxo files
The addition of the erase blend mode from #1117 resulted in loading pxo files from v1.0-v1.0.3 to have incorrect blend modes in their layers, if they are set to anything below normal, because the values of the `BaseLayer.BlendModes` enumerator changed.
2024-10-22 15:39:30 +03:00
Variable c21e089e58
Add alpha erase blend mode (#1117)
* Add alpha erase blend mode

* implemented suggestions
2024-10-13 01:57:10 +03:00
Emmanouil Papadeas 1ed52903b3 Implement the ability to change the font of a 3D text
This code will also be useful for the text tool
2024-10-12 16:30:16 +03:00
Emmanouil Papadeas 9fcb06aa72 Add a 3D text line spacing option 2024-10-12 14:31:15 +03:00
Emmanouil Papadeas bbf0ae8040 Add a 3D text depth option 2024-10-12 01:14:37 +03:00
Emmanouil Papadeas dcd93b4366 Remove Global.open_sprites_dialog and Global.save_sprites_dialog. 2024-10-11 17:12:55 +03:00
Emmanouil Papadeas 9824aef893 Attempt to fix the preview of the move tool not being aligned to the pixel grid 2024-09-19 00:38:46 +03:00
Emmanouil Papadeas a5efb97d58 Set the group layer's default blend mode to Pass through
Mostly for performance reasons, but also to make it consistent with Photoshop and Photopea
2024-09-10 02:03:07 +03:00
Emmanouil Papadeas b3021ceb67 Add a gaussian blur layer effect 2024-09-08 02:40:28 +03:00
Variable 4a7f7cbde5
Added a way to modify shader textures (#1096)
* experimental support for texture changes

* fix some typos

* formatting + some improvements

* Some final touches, i think it's ready now

* moved a function to the shaderloader

* formatting

* add a void
2024-09-03 03:38:56 +03:00
Variable a7f1486ec3
Index Map (#1093)
* Index Map

* Formatting

* improve description a bit.
2024-08-31 02:53:27 +03:00
Emmanouil Papadeas d531e9ace8 Create a new ShaderLoader class to move some code away from Global 2024-08-16 18:43:25 +03:00
Emmanouil Papadeas b0aabe4e8a Add a preference to change max undo steps 2024-08-16 14:28:54 +03:00
Emmanouil Papadeas 077c57c53a
Implement support for group layer blending (#1077)
* Blend group layers on `DrawingAlgos.blend_layers()`

* Support group layer blending on the canvas

* Allow editing of group layer properties

* Fix issues with group layer blending in canvas, and unite common code

* Group layers can now be used as clipping masks

* Make move tool preview work on child layers

* Change OffsetImage's `blend_layers()` to support group layer blending

* Support group layer blending in the canvas preview

* Fix layer blending mode, clipping mask opacity and cel opacity not being updated automatically if the layer/cel changed is not selected

* Add a pass through blending mode to layer groups

Fingers crossed that no bugs were introduced

* Fix issue with layers that belong to pass through groups not updating their textures on the canvas automatically on undo
2024-08-15 15:52:55 +03:00
Emmanouil Papadeas 1d5de2ed86 Implement the ability to move all selected cels on between different frames, but on the same layer
You currently cannot move multiple cels on different layers, they still act as swapping. Eventually I'd also like to implement moving cels between different layers, but they would also have to be on the same frame. I don't think moving cels between different layers and frames at the same time is possible.
2024-08-13 23:25:29 +03:00
Emmanouil Papadeas 9c170ee5a0 Fix group layer children blending not working with nested group layers and with layer effects 2024-08-11 01:38:18 +03:00
Emmanouil Papadeas 363c764fc1 Use the blend layers shader to blend the children of group layers 2024-08-11 00:51:31 +03:00
Emmanouil Papadeas bdc1b5af11 Add a blend_layers_headless method to DrawingAlgos 2024-08-11 00:35:16 +03:00
Emmanouil Papadeas 19e4c94fe3 Add a resized signal to Project, remove the Global.tile_mode_offset_dialog variable
Continue to slowly remove nodes from `Global`.
2024-08-10 22:47:06 +03:00
Emmanouil Papadeas a3d7725a44 Fix popups appearing in wrong places when single window mode is disabled 2024-08-03 22:36:05 +03:00
Emmanouil Papadeas e686f114a8 Optimize Steam achievement requesting 2024-07-31 05:06:02 +03:00
Emmanouil Papadeas fdc8c05f07 Optimize shape drawing
Shape previews also need to be optimized somehow, including some of the selection tool's previews
2024-07-31 03:52:30 +03:00
Emmanouil Papadeas f84f15b8ae Experiment with Steam achievements, using a new SteamManager class
This has no effect on non-Steam builds. Steam achievements are mostly for fun, but can also be educational because they can let users know of certain features and functionalities. It's using the GodotSteam GDExtension, but because I do not want to bloat the GitHub repository with things that are not needed for most builds, I decided not to include the GDExtension files, and instead check if the `Steam` class exists in `ClassDB`. The new SteamManager class pretty much does nothing on non-Steam builds, so do not worry about bloat.

In the future we could even take advantage of more of Steam's features, such as Cloud storage for pxo files.
2024-07-22 03:11:29 +03:00
Emmanouil Papadeas d82a40f9f9 Remove Global.main_window variable 2024-07-21 21:25:03 +03:00
Emmanouil Papadeas bcbd0ea7da Fix crash when the theme has no default font, by using Godot's fallback font instead 2024-07-14 16:08:18 +03:00
Emmanouil Papadeas 0fb89bf888 [skip ci] Minor static typing and docstring improvements 2024-05-11 17:02:33 +03:00
Emmanouil Papadeas e3ee931059 Move and resize tags by dragging their edges 2024-05-08 03:44:26 +03:00
Emmanouil Papadeas ecb1890024 Change AnimationTagUI to be a Control instead of a VBoxContainer 2024-05-07 23:20:15 +03:00
Emmanouil Papadeas d8704fdf5d Change tag color, text and size in AnimationTagUI.gd 2024-05-06 16:30:10 +03:00
Emmanouil Papadeas 0d375631b8 Better static typing in the timeline related methods in Project 2024-04-14 00:57:53 +03:00
Emmanouil Papadeas dc6efe02bb Fix issue where shader-based effects were not respecting the selection bounds, when the selection was out of the canvas 2024-04-13 19:51:12 +03:00
Emmanouil Papadeas 9a1464f73b Move selection offset code inside SelectionMap.is_pixel_selected() 2024-04-13 17:57:51 +03:00
Emmanouil Papadeas 7507206726 Move all selected frames - implements #743
This only works for frames at the moment, not layers and cels. Layers may be harder to support because they also have children. Supports both the "move left/right" options and drag and dropping. Frame swapping (with control) only works when one frame is selected, because I am unsure how they should be handled, especially when the selected frames are not continuous.

Didn't encounter any issues on my testing, but more testing is always welcome.
2024-04-11 18:03:43 +03:00
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 dbfd4d8412 When merging layers, automatically make the bottom layer visible
If the bottom layer is invisible, it becomes visible now. Consistent with behavior seen in Krita and Photopea.
2024-04-09 02:30:50 +03:00
Emmanouil Papadeas 596c174c92 Add a project properties dialog
Allows users to change project name and add custom user data. I was not sure where to put this, so I put it under the Edit menu. It might be a good idea to add a new "Project" menu in the future, and perhaps Scale Image, Resize Canvas and Crop to Content/Selection could be placed there, as they always affect the entire project.
2024-04-05 02:24:47 +03:00
Emmanouil Papadeas c5c421bd28 Add layer properties 2024-04-04 03:21:07 +03:00
Emmanouil Papadeas 14a13a2161 Add user data for cels, frames and tags
Projects and layers are next, once I add project and layer setting dialogs respectively.
2024-04-04 01:27:50 +03:00
Emmanouil Papadeas 54142eb048 Add serialize() to AnimationTag 2024-03-23 02:17:55 +02:00
Emmanouil Papadeas acce1dda2e Move even more code away from Project.change_project()
Making Pixelorama more modular by relying more on signals
2024-03-23 02:12:28 +02:00
Emmanouil Papadeas 48145b7f61 Use signals to move some code away from Project.change_project()
WIP, more code can be moved
2024-03-22 21:05:00 +02:00
Emmanouil Papadeas dd8145d369 Greatly simplify backup code, got rid of OpenSave's current_save_paths and backup_save_paths
The previous backup code was unnecessarily complicated, hard to read/understand and prone to errors. The new system simply stores the save and backup paths in the `Project` class, and stores the backup files inside `user://backups`, instead of having their file paths be in `cache.ini`.
2024-03-22 18:24:41 +02:00
Emmanouil Papadeas 42bce917dc Never change window title and save path when loading a backup 2024-03-22 15:54:00 +02:00
Emmanouil Papadeas ad85c8dd3e Minor open/save dialog path related code cleaning 2024-03-22 15:12:27 +02:00
Emmanouil Papadeas 6c8b2ae36b Rename Project.directory_path to Project.export_directory_path 2024-03-22 14:42:47 +02:00
Emmanouil Papadeas 64983b0404 Some static typing improvements 2024-03-22 03:07:21 +02:00
Emmanouil Papadeas c1b78e4c01 Implement basic clipping masks
A very simple implementation, not as complex as something like #768 yet, but it can be done in the future.

The main current limitation is that it doesn't work with group layers as of right now.
2024-03-14 01:08:57 +02:00
Emmanouil Papadeas dc9ba6dd9c Implement alpha lock as a global tool option 2024-03-09 02:47:13 +02:00
Emmanouil Papadeas c225553042 Fix linked cels not working when importing a pxo file
Godot 4 has changed how ImageTexture works, as now it doesn't work when the Image is empty. Thus, we need to add Images to PixelCels right when they are created, before the linked cel logic is being handled.
2024-03-08 02:15:58 +02:00
Emmanouil Papadeas 20fecc5a7a Export spritesheets based on animation tags 2024-03-06 19:49:05 +02:00
Emmanouil Papadeas e726dcfc09 Fix static typing 2024-03-04 18:27:58 +02:00
Emmanouil Papadeas 2e9c4eb1b9 Add a timeline_updated() signal in Project
Used by https://github.com/Orama-Interactive/TeledrawingPixelorama extension
2024-03-04 18:25:03 +02:00
Emmanouil Papadeas d3db8f5be7 Rename project_changed to project_data_changed signal, add a new method for this signal in ExtensionsAPI 2024-02-22 17:43:47 +02:00
Variable 81dbc0177d
Moved live preview code to ImageEffect Dialog (#978)
* live fixes

* added accidentally disconected signals

* Update RotateImage.tscn

* improved code

* Formatting
2024-02-17 00:23:31 +02:00
Variable 909f38bd0c
Further Reference UI Improvements (#974)
* references UI refactor

* changed select icon

* fixed a bug
2024-02-14 19:53:35 +02:00
Emmanouil Papadeas f56d536b36 Create a get_mirrored_positions() method in Tools
Reduces some code replication across tools
2024-02-13 02:31:48 +02:00
Emmanouil Papadeas 85b255032f Keep the aspect ratio correctly in the image effect dialog previews 2024-02-11 18:44:22 +02:00
OverloadedOrama 12036364b5 Timeline UI improvements, better visual indication of the cels that are selected and the cels that are linked 2024-02-08 20:46:07 +02:00
OverloadedOrama e11ecb2e8d Add get_position() and get_minimum_size() methods to AnimationTag 2024-02-07 03:17:39 +02:00
TheLsbt f373dae714
Better signal representation (#971)
* Update 3DShapeEdit.tscn

Change the menu button to flat to indicate that it is a button that you can press and not a label

* Changed Signal names to make sense

Note: I did not change functions in the ExtensionsAPI

Changed signals in Global.gd (and everywhere else they are referenced) from *_changed to *_switched

* Bonus Signal

Added a signal in Global.gd that gets emitted just before the project is changed.

Added project_changed to Global.gd which also emits what project was changed by an action (not switched).

* Formatting
2024-01-09 00:22:56 +02:00
Emmanouil Papadeas 4f54ffc987 Rename "Crop Image" to "Crop to Selection" and "Trim Image" to "Crop to Content"
Same names as the GNU Image Manipulation Program, much more clear as to what each option does.
2024-01-04 16:28:39 +02:00
TheLsbt c8f37943d8
Reference Image Improvements (#961)
* Reference Image Updates

* Fixed static typing

Fixed static typing in "src\UI
\ReferenceImages\ReferenceEditPanel.gd"
Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd"

* Tried fixing the static typing again

Removed lambda functions for the confirmation dialog.
Removed irrelevant print statement.

* Tried fixing static typing again

I think its fixed now

* Changed Spacing

* Fixed Trailing Whitespaces and tabs

* Fixed Final Trailing Whitespace

* Fixed styling and removed useless enum

* Removed double tabs left over from previous commit

* Fixed remove ConfirmDialog Showing on startusp

* Tried Fixing gdlint issues

* Fixed Linting

* Fixed Spelling issues

* Drag and drop to rearrange reference images

Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support.

Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created)

Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel.

Added some more translations.

Remade ReferenceImageButton.tscn to allow for drag and drop

Added drag highlight

* Added Icons

Added icons for the tools of the Reference Images

* Applied the icons to the UI

* Fix Scripting Issues

* Fixed Linting

* Rename Move.png to move.png

* Update Canvas.gd

* Updated the tooltips

Also added the correct translations

* Rename Select.png to select.png

* Rename Select.png.import to select.png.import

* Rename Move.png.import to move.png.import

* Rename Rotate.png to rotate.png

* Rename Rotate.png.import to rotate.png.import

* Fixed import files

* Rename Scale.png to scale.png

* Rename Scale.png.import to scale.png.import

* Added logic to update the reference panel when the project changes

Also fixed visual bugs related to highlighting the current reference image.

Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing)

* Update Project.gd
2023-12-31 14:12:37 +02:00
Emmanouil Papadeas d36f89365c Change "Crop Image" to "Trim Image" and add a new "Crop Image" that actually crops the image based on the active selection 2023-12-24 01:11:12 +02:00
Emmanouil Papadeas 9034b32d44 Use a MenuBar node in the top menu container
I didn't know this was a new node in Godot 4, very cool
2023-12-16 22:25:06 +02:00
Emmanouil Papadeas 495c3b8ebe Don't call project_changed() whenever a reference image gets imported 2023-12-07 16:09:00 +02:00
Emmanouil Papadeas aacd41f2e5 More z-index layer ordering fixes 2023-12-06 15:11:04 +02:00
Emmanouil Papadeas b40fef2c97 Fix the layer order being wrong 2023-12-06 04:29:35 +02:00
Emmanouil Papadeas 359f509d57 Make the opacity slider affect layer opacity instead of cel opacity
And move cel opacity inside the cel properties.
2023-12-06 03:44:55 +02:00
Emmanouil Papadeas c0a8202145 Add cel properties and z-index to individual cels 2023-12-06 03:22:33 +02:00
Emmanouil Papadeas f893e68d59 Move even more code away from Global and Project to AnimationTimeline
This time related to layer buttons
2023-12-05 02:04:34 +02:00
Emmanouil Papadeas 80e351a2a1 Move some code away from Global and Project to AnimationTimeline 2023-12-05 01:46:42 +02:00
Emmanouil Papadeas 5ece616a9a Only use one LayerButton scene instead of using inheritence
And make some code improvements in LayerButton.gd
2023-12-05 01:08:26 +02:00
Emmanouil Papadeas a627cff107 Only have one CelButton scene instead of using inheritance 2023-12-05 00:40:16 +02:00
Emmanouil Papadeas 41fdba266a Organize layer and cel class files by putting them in folders 2023-12-05 00:33:26 +02:00
Emmanouil Papadeas 29f4f52600
Change the file format of pxo to be a ZIP (#952)
* Save pxos as zip files in disguise

* Load pxo files as zip

* Add a checkbox in save dialog to let users include the final blended images in the pxo or not
2023-12-05 00:12:05 +02:00
Emmanouil Papadeas 8c34532cda Store layer effect data in pxo files 2023-12-01 03:12:55 +02:00
Emmanouil Papadeas e58993d1e3 Fix crash when linking and then unlinking cels, use set_image() and update() instead of create_from_image() 2023-11-25 17:08:41 +02:00
Emmanouil Papadeas 56264fda3b Fix not being able to transform if the selection size is bigger than the project size
Also introduces a new `return_cropped_copy()` method in SelectionMap to avoid duplicate code.
2023-11-25 00:18:44 +02:00
Emmanouil Papadeas bc8a9de4db Optimize layer blending modes and make them work on all GPUs (hopefully) - Fixes #938 2023-11-25 00:10:19 +02:00
Emmanouil Papadeas 88a2ef593e Fix project tab title not updating when loading a file and replacing an empty project 2023-11-23 16:34:25 +02:00
Emmanouil Papadeas 08b03ae0e5
Implement layer effects (#940)
* Basic logic for layer effects

* Add an FX button and the ability to add effects, no way to remove or change properties of effects yet

* Basic and ugly UI for adding and removing effects, no property changing yet

* Swap effects

* Fix preload shader paths

* Change parameters for layer effects

* Change gradient parameter in layer effect shaders, and other fixes

* Use CollapsibleContainers for the shader properties

* Set the correct gradient interpolation mode and color space in the UI

* Make effects of group layers apply to children

* Change `apply_fx` to `apply_effects`, formatting, some extra doc comments

* Apply effects to other canvases, when merging layers and when exporting

* Display humanized names of the shader unifrms

* Some UI improvements to the LayerEffectsSettings

* Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons

* Change BaseLayer.apply_effects() to take a cel as a parameter instead

* Make layer effect buttons be affected by the modulate icon color

* Add option in the View menu whether layer effects are displayed in the canvas or not

* Rename `apply_effects()` to `display_effects()`

* Add translation strings

* Add nearest filter to the gradient map

* Don't change Main.tscn

* Fix more translations

* Change the default cursor shape of the generated UI elements of the layer effects

* Add undo/redo and effect application (apply effect destructively)

There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless.

* Make layer effect application work on all cels
2023-11-22 01:06:25 +02:00