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320 commits

Author SHA1 Message Date
Emmanouil Papadeas b9f0f0a647 Move left and right cursor sprite nodes to Main.gd 2022-08-24 14:22:40 +03:00
Emmanouil Papadeas 615491052a Minor code cleanup to reduce lines of code 2022-08-21 00:18:33 +03:00
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
Variable 8a6e393d69
New theme-related methods to ExtensionsAPI (#733)
* hide accidentally visible dialog

* added new theme methods

* Wait for themes to add from api

* remove `find_theme`

* revert last commit

* Formatting

* Some code changes

* update to godot 3.5
2022-08-08 16:20:42 +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 b7e6a183a6 Add dockable container methods to ExtensionsAPI 2022-07-31 16:06:26 +03:00
Emmanouil Papadeas c5e2e1ce4c Change badly named variable in ExtensionsAPI 2022-07-29 20:51:45 +03:00
Emmanouil Papadeas acebbdf031 Update ExtensionsAPI.gd 2022-07-29 20:41:39 +03:00
Emmanouil Papadeas c9e5c97214 Fix wrong order of undoredo properties in open_image_as_spritesheet_layer 2022-07-29 19:23:32 +03:00
Emmanouil Papadeas dcebf894bf Fix crash when importing a spritesheet as a new layer, undoing and then exporting
Thanks to @Variable-ind for the fix.
2022-07-29 17:41:38 +03:00
Variable cca36b52e4
Upgrade current_cel to selected_cel for Preview Display (#722)
* 1 of 3

* 2 of 3

* 3 of 3
2022-07-24 02:20:58 +03:00
Emmanouil Papadeas 95cf6afb47 Added a get_global() method in ExtensionsAPI
In case an extension needs to use properties that can only be found in Global, such as a setting in the Preferences.
2022-07-14 18:22:19 +03:00
Emmanouil Papadeas a705f848c9 Change the background left & right colors of tool buttons in code 2022-07-08 02:54:31 +03:00
Emmanouil Papadeas cb4c54617a Make the right tool indicator enabled by default and orange, closes #691 2022-07-08 02:49:40 +03:00
Emmanouil Papadeas a368ea500a Add more methods to ExtensionsAPI 2022-07-07 01:37:04 +03:00
Emmanouil Papadeas dcb963d733 [Experimental] Add a basic ExtensionsAPI autoload
This is still experimental, it is not recommended to start actually using it yet.
2022-07-02 19:24:44 +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 c9f0301c79 Add a Gradient Map image effect, implements the second half of #595
The gradient edit code was taken and modified from Material Maker, MIT license.
2022-06-11 16:16:37 +03:00
Emmanouil Papadeas 5e5925b8c6 Update OpenSave.gd 2022-05-22 00:01:17 +03:00
Emmanouil Papadeas 2ae7d638d4 Add missing menu shortcuts 2022-05-21 00:50:39 +03:00
Emmanouil Papadeas 6b5a835322 Change quick color picker shortcut name 2022-05-20 10:59:25 +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 4a16700b80 Show correct tool modifier shortcuts in the tool button tooltips 2022-05-16 19:46:26 +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
Emmanouil Papadeas cf926942ac
Shader-based gradients (#677)
* Add 6 shader-based gradient types

* Shaders now respect selection

* Fix step gradient

* Remove comments

* Disable step and dithering shaders in Web version

* Fixed a weird bug with dithering shaders, selection and GLES2

Having a selection, applying a dithering gradient, removing the selection and then going to the gradient dialog again causes the dithering shaders to "remember" the previous selection, even if there is no selection currently. This only happens with the two dithering shaders and only with the GLES2 renderer. Removing `uniform sampler2D dither_texture;` from the shader code seems to fix the issue, but that's obviously isn't what we want so a "proper" fix is included in this commit.

* Format & lint

* Removed old gradient code

* Change how centers work on radial step and dithering

* Made angle, center and radius option a bit more clear

* Rename bayer-matrices directory to dither-matrices

* Use DitherMatrix class

* Create dithering types programmatically

* Remove unneeded code in shaders

* Rewrite the step shader without a for loop

More optimized and works on the Web version with GLES2

* Rewrite radial step and dithering shaders without for loop

Now all shaders work on the Web version and have been optimized.

* Fix Linear & Radial size range and remove some unneeded lines

* Added size uniform to Radial Step and Radial Dither

* Swap colors in the Linear gradient

* Make size a percentage

* Make the preview look the same as the result

Didn't change the dithering shaders because they seemed to give different results.

* Remove ratio uniform and divide uvs by the radius instead

This makes more sense because the smaller the number, the smaller the radius.

* Fix linear gradient

* Change Position to percentage and "Size" to "Transition size"

* Mix gradients with original color, if the gradient colors have transparency
2022-05-02 16:12:00 +03:00
Variable b9a841a360
Rotation improvements (#676)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* Pivot correction in case of even size

* fix the Scale3x

it should not remove the edges now

* formatting

* more formatting
2022-04-27 16:27:33 +03:00
Variable 16a2abf9b4
Added shortcuts (#673)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* Added all shortcuts

* formatting

* Removed 1 shortcut from "Fullscreen"

* Assigned shortcuts to special behaviours

* formatting

* Added configurable shortcuts to special behaviour

* formatting

* Added special behaviour shortcuts and some code im

provements

* a minor fix
2022-04-27 15:03:39 +03:00
Emmanouil Papadeas 1e73ce5aa6 Fix export bug where the path is being changed if there's a folder with the same name as the file 2022-04-20 02:49:48 +03:00
Variable 77513b6ba3
Export conflict (#669)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added more info about export conflict

* more info about export conflict

* Update Export.gd

* Update ExportDialog.tscn

* fixed a small mistake
2022-04-19 19:29:21 +03:00
Manolis Papadeas 8a5cc6860f Move layer and frame initial creation code to Main.gd
From Global.gd
2022-03-29 03:14:41 +03:00
Manolis Papadeas 66ad745c52 Minor code changes 2022-03-29 02:35:32 +03:00
Manolis Papadeas 4cdd20a2fe Fix issue with export preview not working when importing an image 2022-03-27 04:19:47 +03:00
Manolis Papadeas e901fc774a Replace "Export" with "Overwrite" when importing a png
When exporting an imported image, the export will happen immediately, without having the export dialog appear, unless "Export as..." is selected. For .png imported images, the menu option will display "Overwrite" instead of "Export". This makes it clear that if Control + E is pressed on an imported png, that file will be overwritten.
2022-03-25 02:00:40 +02:00
Manolis Papadeas 9648b48a96 Remove empty project when importing an image
This should no longer keep empty canvases when importing images
2022-03-21 23:33:45 +02:00
Manolis Papadeas 4cf9c57e84 Don't reset export status when a pxo is saved 2022-03-21 23:07:57 +02:00
Manolis Papadeas 0e79138d87 Another canvas texture optimization + bug fix with resizing 2022-03-20 18:52:48 +02:00
Manolis Papadeas f2a24aaffd Set grayscale vision node properties instead of in code 2022-03-11 01:48:50 +02:00
Manolis Papadeas c00aac944e Translate the panel tab names 2022-03-10 19:17:28 +02:00
Manolis Papadeas 294738e48a Disable "From Current Palette" preset option when creating a new palette, if there is no current palette
Fixes #659
2022-03-07 19:33:23 +02:00
Manolis Papadeas 092ddc0a7a Fix crash when we change a non-existant texture in a TextureRect
This should never happen, but just in case.
2022-02-28 20:40:13 +02:00
Manolis Papadeas 68414f5bd9 Made pixel perfect into a global tool option
More global tool options will most likely be added soon, most notably tablet pen pressure sensitivity options.
2022-02-28 19:24:14 +02:00
Manolis Papadeas b316cadfb8 Separate global tool options from the color pickers 2022-02-28 18:59:30 +02:00
Variable 906123bab1
Sync import options (#624)
* sync import options (1/2)

* sync import options (2/2)

* resolve format check

* a minor improvement +

some code formatting

* some more formatting

* Some  more formatting

...the checks becoming a pain...

* again you guessed it!

CODE FORMATTING

* used checkbutton instead of simple button

* formatting
2022-02-25 16:08:11 +02:00
Manolis Papadeas 8e126c3bab Load shaders by dragging and dropping and support hint_range values
This is for the experimental shader feature, which isn't exposed to the user yet.
2022-02-24 03:38:13 +02:00
Manolis Papadeas d4373a680b Use preload on the tool scenes again
This makes the initial app load time fast again, as it used to be before the tool logic changes. The code is uglier to read now but it's worth it.

Also optimize update_tool_cursors()
2022-02-23 00:10:16 +02:00
Manolis Papadeas 63a9f2485c Support tools that don't have shortcuts
Might be useful for Extensions that add tools and for the future where we allow users more freedom with shortcut binding, including unbinding shortcuts.
2022-02-22 23:38:47 +02:00
Manolis Papadeas 77f598d969 Added remove_tool() method in Tools
May be useful for extensions that add new tools
2022-02-22 02:58:52 +02:00