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10
CHANGELOG.md
10
CHANGELOG.md
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@ -11,9 +11,13 @@ Fayez Akhtar ([@Variable-ind](https://github.com/Variable-ind)), Clara Hobbs ([R
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Built using Godot 4.2.1
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### Added
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- Support for multiple layer blend modes are finally here! [#911](https://github.com/Orama-Interactive/Pixelorama/pull/911)
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- Multiple layer blend modes are finally here! [#911](https://github.com/Orama-Interactive/Pixelorama/pull/911)
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- Non-destructive layer effects have been implemented. [#940](https://github.com/Orama-Interactive/Pixelorama/pull/940)
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- An extension explorer has been integrated into Pixelorama, allowing for easy extension downloading from the internet. [#910](https://github.com/Orama-Interactive/Pixelorama/pull/910)
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- Export to video formats. FFMPEG is required to be installed in the device in order for video exporting to work. [#980](https://github.com/Orama-Interactive/Pixelorama/pull/980)
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- Export to webp and jpeg file formats. Webp is currently only for static images and does not support animations.
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- Native file dialogs are now supported and can be enabled from the Preferences!
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- Dialog popups can now be native OS windows instead of embedded within Pixelorama's main window. This can be changed from the Preferences.
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- Added some missing shortcuts for buttons. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
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- Palette colors can now be sorted.
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- The brush increment/decrement shortcuts can now be changed. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
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@ -44,6 +48,7 @@ Built using Godot 4.2.1
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### Fixed
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- Performance when drawing and doing operations such as bucket area fill should be better now. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
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- Selections now scale properly when they are not transforming any image content. [#774](https://github.com/Orama-Interactive/Pixelorama/issues/774)
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- Dividing by zero in value sliders and spinboxes no longer crashes the program.
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## [v0.11.4] - Unreleased
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@ -69,9 +74,11 @@ Built using Godot 3.5.2
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- Tool shortcuts can now work with <kbd>Control</kbd>. [#935](https://github.com/Orama-Interactive/Pixelorama/issues/935)
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- Optimize canvas drawing by only updating it when the image(s) have changed. [ac6a4db43d9296ebc03e639d8199dd3878a25d86](https://github.com/Orama-Interactive/Pixelorama/commit/ac6a4db43d9296ebc03e639d8199dd3878a25d86)
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- Fix bug where using shortcuts to switch between frames also moved the selection, causing deletions.
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- Pxo files can now be loaded from the Open menu option in the Web version. [3dcc51705a999145e53a8e6d4de217dc03b0f147](https://github.com/Orama-Interactive/Pixelorama/commit/3dcc51705a999145e53a8e6d4de217dc03b0f147)
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- The ellipse tool no longer produces gaps with large sizes. [4f3a7a305a264e0d2fe86c201af76eca4b2fea0a](https://github.com/Orama-Interactive/Pixelorama/commit/4f3a7a305a264e0d2fe86c201af76eca4b2fea0a)
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- Fix "visible layers" option on the export dialog producing wrong results. [346d1f071a8c6b1defb1072d39aea9c642f1ef59](https://github.com/Orama-Interactive/Pixelorama/commit/346d1f071a8c6b1defb1072d39aea9c642f1ef59)
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- Random brushes now work again. [1317e40ffa5e9f01a9d214221bb5133db20a1de9](https://github.com/Orama-Interactive/Pixelorama/commit/1317e40ffa5e9f01a9d214221bb5133db20a1de9)
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- The gizmo in the rotation image effect dialog is now accurately following the mouse.
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## [v0.11.3] - 2023-10-30
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This update has been brought to you by the contributions of:
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@ -85,7 +92,6 @@ Built using Godot 3.5.2
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### Fixed
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- Fixed undo/redo history not working when the tool changes. [#916](https://github.com/Orama-Interactive/Pixelorama/pull/916)
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- Pixelorama no longer closes when the project fails to be saved if "Save & Exit" is selected. [#920](https://github.com/Orama-Interactive/Pixelorama/pull/920)
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- Projects with 3D cels saved in 1.x can now be opened in 0.11.3. [#928](https://github.com/Orama-Interactive/Pixelorama/pull/928)
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## [v0.11.2] - 2023-08-31
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This update has been brought to you by the contributions of:
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@ -156,36 +156,22 @@ func scale_3x(sprite: Image, tol := 50.0) -> Image:
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var scaled := Image.create(
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sprite.get_width() * 3, sprite.get_height() * 3, false, Image.FORMAT_RGBA8
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)
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var a: Color
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var b: Color
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var c: Color
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var d: Color
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var e: Color
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var f: Color
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var g: Color
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var h: Color
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var i: Color
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var width_minus_one := sprite.get_width() - 1
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var height_minus_one := sprite.get_height() - 1
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for x in range(0, sprite.get_width()):
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for y in range(0, sprite.get_height()):
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var xs := 3 * x
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var ys := 3 * y
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a = sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0))
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b = sprite.get_pixel(mini(x, sprite.get_width() - 1), maxi(y - 1, 0))
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c = sprite.get_pixel(mini(x + 1, sprite.get_width() - 1), maxi(y - 1, 0))
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d = sprite.get_pixel(maxi(x - 1, 0), mini(y, sprite.get_height() - 1))
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e = sprite.get_pixel(mini(x, sprite.get_width() - 1), mini(y, sprite.get_height() - 1))
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f = sprite.get_pixel(
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mini(x + 1, sprite.get_width() - 1), mini(y, sprite.get_height() - 1)
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)
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g = sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, sprite.get_height() - 1))
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h = sprite.get_pixel(
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mini(x, sprite.get_width() - 1), mini(y + 1, sprite.get_height() - 1)
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)
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i = sprite.get_pixel(
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mini(x + 1, sprite.get_width() - 1), mini(y + 1, sprite.get_height() - 1)
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)
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var a := sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0))
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var b := sprite.get_pixel(mini(x, width_minus_one), maxi(y - 1, 0))
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var c := sprite.get_pixel(mini(x + 1, width_minus_one), maxi(y - 1, 0))
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var d := sprite.get_pixel(maxi(x - 1, 0), mini(y, height_minus_one))
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var e := sprite.get_pixel(mini(x, width_minus_one), mini(y, height_minus_one))
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var f := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y, height_minus_one))
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var g := sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, height_minus_one))
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var h := sprite.get_pixel(mini(x, width_minus_one), mini(y + 1, height_minus_one))
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var i := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y + 1, height_minus_one))
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var db: bool = similar_colors(d, b, tol)
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var dh: bool = similar_colors(d, h, tol)
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@ -223,7 +209,7 @@ func scale_3x(sprite: Image, tol := 50.0) -> Image:
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func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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# If angle is simple, then nn rotation is the best
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if angle == 0 || angle == PI / 2 || angle == PI || angle == 2 * PI:
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if angle == 0 || angle == PI / 2 || angle == PI || angle == 3.0 * PI / 2.0 || angle == TAU:
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nn_rotate(sprite, angle, pivot)
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return
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@ -231,7 +217,6 @@ func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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aux.copy_from(sprite)
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var ox: int
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var oy: int
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var p: Color
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for x in sprite.get_size().x:
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for y in sprite.get_size().y:
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var dx := 3 * (x - pivot.x)
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@ -269,27 +254,19 @@ func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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ox = roundi((ox - 1) / 3.0)
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oy = roundi((oy - 1) / 3.0)
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var a: Color
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var b: Color
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var c: Color
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var d: Color
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var e: Color
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var f: Color
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var g: Color
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var h: Color
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var i: Color
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var p: Color
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if ox == 0 || ox == sprite.get_width() - 1 || oy == 0 || oy == sprite.get_height() - 1:
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p = aux.get_pixel(ox, oy)
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else:
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a = aux.get_pixel(ox - 1, oy - 1)
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b = aux.get_pixel(ox, oy - 1)
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c = aux.get_pixel(ox + 1, oy - 1)
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d = aux.get_pixel(ox - 1, oy)
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e = aux.get_pixel(ox, oy)
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f = aux.get_pixel(ox + 1, oy)
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g = aux.get_pixel(ox - 1, oy + 1)
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h = aux.get_pixel(ox, oy + 1)
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i = aux.get_pixel(ox + 1, oy + 1)
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var a := aux.get_pixel(ox - 1, oy - 1)
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var b := aux.get_pixel(ox, oy - 1)
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var c := aux.get_pixel(ox + 1, oy - 1)
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var d := aux.get_pixel(ox - 1, oy)
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var e := aux.get_pixel(ox, oy)
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var f := aux.get_pixel(ox + 1, oy)
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var g := aux.get_pixel(ox - 1, oy + 1)
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var h := aux.get_pixel(ox, oy + 1)
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var i := aux.get_pixel(ox + 1, oy + 1)
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match index:
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0:
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@ -414,9 +391,7 @@ func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
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func fake_rotsprite(sprite: Image, angle: float, pivot: Vector2) -> void:
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var selected_sprite := Image.new()
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selected_sprite.copy_from(sprite)
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selected_sprite.copy_from(scale_3x(selected_sprite))
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var selected_sprite := scale_3x(sprite)
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nn_rotate(selected_sprite, angle, pivot * 3)
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selected_sprite.resize(
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selected_sprite.get_width() / 3, selected_sprite.get_height() / 3, Image.INTERPOLATE_NEAREST
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@ -429,12 +404,12 @@ func nn_rotate(sprite: Image, angle: float, pivot: Vector2) -> void:
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return
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var aux := Image.new()
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aux.copy_from(sprite)
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var ox: int
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var oy: int
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var angle_sin := sin(angle)
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var angle_cos := cos(angle)
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for x in range(sprite.get_width()):
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for y in range(sprite.get_height()):
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ox = (x - pivot.x) * cos(angle) + (y - pivot.y) * sin(angle) + pivot.x
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oy = -(x - pivot.x) * sin(angle) + (y - pivot.y) * cos(angle) + pivot.y
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var ox := (x - pivot.x) * angle_cos + (y - pivot.y) * angle_sin + pivot.x
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var oy := -(x - pivot.x) * angle_sin + (y - pivot.y) * angle_cos + pivot.y
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if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height():
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sprite.set_pixel(x, y, aux.get_pixel(ox, oy))
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else:
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@ -442,19 +417,10 @@ func nn_rotate(sprite: Image, angle: float, pivot: Vector2) -> void:
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func similar_colors(c1: Color, c2: Color, tol := 100.0) -> bool:
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var dist := color_distance(c1, c2)
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return dist <= tol
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func color_distance(c1: Color, c2: Color) -> float:
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return sqrt(
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(
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pow((c1.r - c2.r) * 255, 2)
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+ pow((c1.g - c2.g) * 255, 2)
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+ pow((c1.b - c2.b) * 255, 2)
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+ pow((c1.a - c2.a) * 255, 2)
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)
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)
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var v1 := Vector4(c1.r, c1.g, c1.b, c1.a)
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var v2 := Vector4(c2.r, c2.g, c2.b, c2.a)
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var dist := v2.distance_to(v1)
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return dist <= (tol / 255.0)
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# Image effects
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Loading…
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