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Author SHA1 Message Date
Variable 645cad3f29
Merge e078a6c1e6 into c72a1f4b90 2024-11-30 21:03:21 +00:00
Emmanouil Papadeas c72a1f4b90 Enable always on top for the child dialogs of the export dialog 2024-11-30 22:23:09 +02:00
Emmanouil Papadeas be8b7728e4 [skip ci] Fix typo in ImageExtended docstrings 2024-11-29 20:19:19 +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
Variable 7f4c7a6bf1
Grid patch (#1142)
* fix second grid not *shown* removed when first grid has default values.

* Make next added grid twice the previous size, and with a different color

* Formatting
2024-11-28 22:02:13 +02:00
HuanWuCode 41ea287df4
Update Import.gd (#1121) 2024-11-27 17:01:00 +02:00
Emmanouil Papadeas a3e372c5d8 [skip ci] Update CHANGELOG.md 2024-11-26 14:01:45 +02:00
Variable 6224d06428
Allow multiple Grids (#1122)
* Allow upto 10 grids

* Fixed more stuff

* fixed a bug

* formatting

* removed some left over stuff

* linting

* formatting and a bugfix
2024-11-25 15:57:13 +02:00
Variable e078a6c1e6
Merge branch 'Orama-Interactive:master' into Achievements 2024-11-18 17:00:24 +05:00
Variable d78414f098 Merge branch 'Achievements' of github.com:Variable-ind/Pixelorama into Achievements 2024-08-14 21:00:34 +05:00
Variable 566944cfce Typo 2024-08-14 20:59:00 +05:00
Variable a3ab62d53a
Merge branch 'Orama-Interactive:master' into Achievements 2024-08-14 20:52:30 +05:00
Variable 6e62361b24 Add more achievements 2024-08-14 20:50:31 +05:00
26 changed files with 565 additions and 167 deletions

View file

@ -4,6 +4,28 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). All the dates are in YYYY-MM-DD format.
<br><br>
## [v1.1] - Unreleased
This update has been brought to you by the contributions of:
Fayez Akhtar ([@Variable-ind](https://github.com/Variable-ind))
Built using Godot 4.3
### Added
- Indexed mode has finally been implemented! [#1136](https://github.com/Orama-Interactive/Pixelorama/pull/1136)
- Added a new text tool. Destructive only for now, meaning that once the text is confirmed, it cannot be changed later. [#1134](https://github.com/Orama-Interactive/Pixelorama/pull/1134)
- Implemented support for multiple grids. [#1122](https://github.com/Orama-Interactive/Pixelorama/pull/1122)
### Changed
- System font names are now sorted by alphabetical order.
### Fixed
- Fixed crash when Pixelorama starts without a palette.
- Undo/redo now works again when the cursor is hovering over the timeline.
- Palette swatches now get deleted when the user removes all palettes
- Fixed the Palettize effect and palette exporting to images storing slightly wrong color values. [77f6bcf](https://github.com/Orama-Interactive/Pixelorama/commit/77f6bcf07bd80bc042e478bb883d05900cebe436)
- Fixed 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. Initially fixed by [bd7d3b1](https://github.com/Orama-Interactive/Pixelorama/commit/bd7d3b19cc98804e9b99754153c4d553d2048ee3), but [1dcb696](https://github.com/Orama-Interactive/Pixelorama/commit/1dcb696c35121f8208bde699f87bb75deff99d13) is the proper fix.
- Fixed recorder label not updating when project is changed. [#1139](https://github.com/Orama-Interactive/Pixelorama/pull/1139)
## [v1.0.5] - 2024-11-18
This update has been brought to you by the contributions of:
Fayez Akhtar ([@Variable-ind](https://github.com/Variable-ind))

View file

@ -921,6 +921,10 @@ right_text_tool={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
show_pixel_indices={
"deadzone": 0.5,
"events": []
}
[input_devices]

View file

@ -35,6 +35,7 @@ enum ViewMenu {
MIRROR_VIEW,
SHOW_GRID,
SHOW_PIXEL_GRID,
SHOW_PIXEL_INDICES,
SHOW_RULERS,
SHOW_GUIDES,
SHOW_MOUSE_GUIDES,
@ -337,55 +338,8 @@ var default_height := 64 ## Found in Preferences. The default height of startup
var default_fill_color := Color(0, 0, 0, 0)
## Found in Preferences. The distance to the guide or grig below which cursor snapping activates.
var snapping_distance := 32.0
## Found in Preferences. The grid type defined by [enum GridTypes] enum.
var grid_type := GridTypes.CARTESIAN:
set(value):
if value == grid_type:
return
grid_type = value
if is_instance_valid(canvas.grid):
canvas.grid.queue_redraw()
## Found in Preferences. The size of rectangular grid.
var grid_size := Vector2i(2, 2):
set(value):
if value == grid_size:
return
grid_size = value
if is_instance_valid(canvas.grid):
canvas.grid.queue_redraw()
## Found in Preferences. The size of isometric grid.
var isometric_grid_size := Vector2i(16, 8):
set(value):
if value == isometric_grid_size:
return
isometric_grid_size = value
if is_instance_valid(canvas.grid):
canvas.grid.queue_redraw()
## Found in Preferences. The grid offset from top-left corner of the canvas.
var grid_offset := Vector2i.ZERO:
set(value):
if value == grid_offset:
return
grid_offset = value
if is_instance_valid(canvas.grid):
canvas.grid.queue_redraw()
## Found in Preferences. If [code]true[/code], The grid draws over the area extended by
## tile-mode as well.
var grid_draw_over_tile_mode := false:
set(value):
if value == grid_draw_over_tile_mode:
return
grid_draw_over_tile_mode = value
if is_instance_valid(canvas.grid):
canvas.grid.queue_redraw()
## Found in Preferences. The color of grid.
var grid_color := Color.BLACK:
set(value):
if value == grid_color:
return
grid_color = value
if is_instance_valid(canvas.grid):
canvas.grid.queue_redraw()
## Contains dictionaries of individual grids.
var grids: Array[Grid] = []
## Found in Preferences. The minimum zoom after which pixel grid gets drawn if enabled.
var pixel_grid_show_at_zoom := 1500.0: # percentage
set(value):
@ -602,6 +556,12 @@ var show_rulers := true:
var show_guides := true
## If [code]true[/code], the mouse guides are visible.
var show_mouse_guides := false
## If [code]true[/code], the indices of color are shown.
var show_pixel_indices := false:
set(value):
show_pixel_indices = value
if is_instance_valid(canvas.color_index):
canvas.color_index.enabled = value
var display_layer_effects := true:
set(value):
if value == display_layer_effects:
@ -677,6 +637,62 @@ var cel_button_scene: PackedScene = load("res://src/UI/Timeline/CelButton.tscn")
@onready var error_dialog: AcceptDialog = control.find_child("ErrorDialog")
class Grid:
var grid_type := GridTypes.CARTESIAN:
set(value):
if value == grid_type:
return
grid_type = value
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
## Found in Preferences. The size of rectangular grid.
var grid_size := Vector2i(2, 2):
set(value):
if value == grid_size:
return
grid_size = value
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
## Found in Preferences. The size of isometric grid.
var isometric_grid_size := Vector2i(16, 8):
set(value):
if value == isometric_grid_size:
return
isometric_grid_size = value
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
## Found in Preferences. The grid offset from top-left corner of the canvas.
var grid_offset := Vector2i.ZERO:
set(value):
if value == grid_offset:
return
grid_offset = value
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
## Found in Preferences. If [code]true[/code], The grid draws over the area extended by
## tile-mode as well.
var grid_draw_over_tile_mode := false:
set(value):
if value == grid_draw_over_tile_mode:
return
grid_draw_over_tile_mode = value
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
## Found in Preferences. The color of grid.
var grid_color := Color.BLACK:
set(value):
if value == grid_color:
return
grid_color = value
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
func _init(properties := {}) -> void:
Global.grids.append(self)
for prop in properties.keys():
set(prop, properties[prop])
func _init() -> void:
# Load settings from the config file
config_cache.load(CONFIG_PATH)
@ -713,6 +729,8 @@ func _init() -> void:
func _ready() -> void:
# Initialize Grid
Grid.new() # gets auto added to grids array
_initialize_keychain()
default_width = config_cache.get_value("preferences", "default_width", default_width)
default_height = config_cache.get_value("preferences", "default_height", default_height)
@ -729,11 +747,26 @@ func _ready() -> void:
if get(pref) == null:
continue
var value = config_cache.get_value("preferences", pref)
set(pref, value)
if pref == "grids":
if value:
update_grids(value)
else:
set(pref, value)
if OS.is_sandboxed():
Global.use_native_file_dialogs = true
await get_tree().process_frame
project_switched.emit()
canvas.color_index.enabled = show_pixel_indices # Initialize color index preview
func update_grids(grids_data: Dictionary):
# Remove old grids
grids.clear()
if is_instance_valid(Global.canvas.grid):
Global.canvas.grid.queue_redraw()
# ADD new ones
for grid_idx in grids_data.size():
Grid.new(grids_data[grid_idx]) # gets auto added to grids array
func _initialize_keychain() -> void:

View file

@ -90,9 +90,9 @@ func get_brush_files_from_directory(directory: String): # -> Array
func add_randomised_brush(fpaths: Array, tooltip_name: String) -> void:
# Attempt to load the images from the file paths.
var loaded_images: Array = []
for filen in fpaths:
for file in fpaths:
var image := Image.new()
var err := image.load(filen)
var err := image.load(file)
if err == OK:
image.convert(Image.FORMAT_RGBA8)
loaded_images.append(image)

View file

@ -296,14 +296,14 @@ func current_palette_select_color(mouse_button: int, index: int) -> void:
if color == null:
return
_select_color(mouse_button, index)
match mouse_button:
MOUSE_BUTTON_LEFT:
Tools.assign_color(color, mouse_button)
MOUSE_BUTTON_RIGHT:
Tools.assign_color(color, mouse_button)
_select_color(mouse_button, index)
func _select_color(mouse_button: int, index: int) -> void:
match mouse_button:

View file

@ -12,6 +12,7 @@ enum Dynamics { NONE, PRESSURE, VELOCITY }
const XY_LINE := Vector2(-0.707107, 0.707107)
const X_MINUS_Y_LINE := Vector2(0.707107, 0.707107)
var active_button := -1
var picking_color_for := MOUSE_BUTTON_LEFT
var horizontal_mirror := false
var vertical_mirror := false
@ -238,7 +239,6 @@ var _right_tools_per_layer_type := {
Global.LayerTypes.THREE_D: "Pan",
}
var _tool_buttons: Node
var _active_button := -1
var _last_position := Vector2i(Vector2.INF)
@ -627,32 +627,28 @@ func handle_draw(position: Vector2i, event: InputEvent) -> void:
change_layer_automatically(draw_pos)
return
if event.is_action_pressed(&"activate_left_tool") and _active_button == -1 and not pen_inverted:
_active_button = MOUSE_BUTTON_LEFT
_slots[_active_button].tool_node.draw_start(draw_pos)
elif event.is_action_released(&"activate_left_tool") and _active_button == MOUSE_BUTTON_LEFT:
_slots[_active_button].tool_node.draw_end(draw_pos)
_active_button = -1
if event.is_action_pressed(&"activate_left_tool") and active_button == -1 and not pen_inverted:
active_button = MOUSE_BUTTON_LEFT
_slots[active_button].tool_node.draw_start(draw_pos)
elif event.is_action_released(&"activate_left_tool") and active_button == MOUSE_BUTTON_LEFT:
_slots[active_button].tool_node.draw_end(draw_pos)
active_button = -1
elif (
(
event.is_action_pressed(&"activate_right_tool")
and _active_button == -1
and active_button == -1
and not pen_inverted
)
or (
event.is_action_pressed(&"activate_left_tool") and _active_button == -1 and pen_inverted
)
or event.is_action_pressed(&"activate_left_tool") and active_button == -1 and pen_inverted
):
_active_button = MOUSE_BUTTON_RIGHT
_slots[_active_button].tool_node.draw_start(draw_pos)
active_button = MOUSE_BUTTON_RIGHT
_slots[active_button].tool_node.draw_start(draw_pos)
elif (
(event.is_action_released(&"activate_right_tool") and _active_button == MOUSE_BUTTON_RIGHT)
or (
event.is_action_released(&"activate_left_tool") and _active_button == MOUSE_BUTTON_RIGHT
)
(event.is_action_released(&"activate_right_tool") and active_button == MOUSE_BUTTON_RIGHT)
or event.is_action_released(&"activate_left_tool") and active_button == MOUSE_BUTTON_RIGHT
):
_slots[_active_button].tool_node.draw_end(draw_pos)
_active_button = -1
_slots[active_button].tool_node.draw_end(draw_pos)
active_button = -1
if event is InputEventMouseMotion:
pen_pressure = event.pressure
@ -683,8 +679,8 @@ func handle_draw(position: Vector2i, event: InputEvent) -> void:
_last_position = position
_slots[MOUSE_BUTTON_LEFT].tool_node.cursor_move(position)
_slots[MOUSE_BUTTON_RIGHT].tool_node.cursor_move(position)
if _active_button != -1:
_slots[_active_button].tool_node.draw_move(draw_pos)
if active_button != -1:
_slots[active_button].tool_node.draw_move(draw_pos)
var project := Global.current_project
var text := "[%s×%s]" % [project.size.x, project.size.y]

View file

@ -78,9 +78,14 @@ func update_palette() -> void:
return
if palette.size() != current_palette.colors_max:
palette.resize(current_palette.colors_max)
palette.fill(TRANSPARENT)
palette.fill(TRANSPARENT)
for i in current_palette.colors:
palette[i] = current_palette.colors[i].color
# Due to the decimal nature of the color values, some values get rounded off
# unintentionally.
# Even though the decimal values change, the HTML code remains the same after the change.
# So we're using this trick to convert the values back to how they are shown in
# the palette.
palette[i] = Color(current_palette.colors[i].color.to_html())
## Displays the actual RGBA values of each pixel in the image from indexed mode.
@ -126,13 +131,13 @@ func resize_indices() -> void:
indices_image.crop(get_width(), get_height())
## Equivalent of [method Image.set_pixel_custom],
## Equivalent of [method Image.set_pixel],
## but also handles the logic necessary for indexed mode.
func set_pixel_custom(x: int, y: int, color: Color) -> void:
set_pixelv_custom(Vector2i(x, y), color)
## Equivalent of [method Image.set_pixelv_custom],
## Equivalent of [method Image.set_pixelv],
## but also handles the logic necessary for indexed mode.
func set_pixelv_custom(point: Vector2i, color: Color) -> void:
var new_color := color
@ -142,6 +147,13 @@ func set_pixelv_custom(point: Vector2i, color: Color) -> void:
if not color.is_equal_approx(TRANSPARENT):
if palette.has(color):
color_index = palette.find(color)
# If the color selected in the palette is the same then it should take prioity.
var selected_index = Palettes.current_palette_get_selected_color_index(
Tools.active_button
)
if selected_index != -1:
if palette[selected_index].is_equal_approx(color):
color_index = selected_index
else: # Find the most similar color
var smaller_distance := color_distance(color, palette[0])
for i in palette.size():

View file

@ -34,6 +34,7 @@ var color_mode: int = Image.FORMAT_RGBA8:
image.resize_indices()
image.select_palette("", false)
image.convert_rgb_to_indexed()
Global.canvas.color_index.queue_redraw()
var fill_color := Color(0)
var has_changed := false:
set(value):
@ -186,6 +187,7 @@ func commit_undo() -> void:
Global.canvas.selection.transform_content_cancel()
else:
undo_redo.undo()
SteamManager.set_achievement("ACH_TIME_TRAVELER")
func commit_redo() -> void:

View file

@ -10,12 +10,17 @@ const APP_ID := 2779170
## because it is not available in non-Steam builds.
static var steam_class
static var achievements := {
"ACH_ART_LOVER": false,
"ACH_FIRST_PIXEL": false,
"ACH_ERASE_PIXEL": false,
"ACH_TIME_TRAVELER": false,
"ACH_SAVE": false,
"ACH_ALMOST_FORGOT": false,
"ACH_PREFERENCES": false,
"ACH_ONLINE_DOCS": false,
"ACH_SUPPORT_DEVELOPMENT": false,
"ACH_BLEND_IN": false,
"ACH_STRONGER_TOGETHER": false,
"ACH_3D_LAYER": false,
}

View file

@ -540,6 +540,7 @@ func _on_QuitAndSaveDialog_custom_action(action: String) -> void:
func _on_QuitAndSaveDialog_confirmed() -> void:
is_quitting_on_save = true
show_save_dialog(changed_projects_on_quit[0])
SteamManager.set_achievement("ACH_ALMOST_FORGOT")
func _quit() -> void:
@ -601,6 +602,7 @@ func _exit_tree() -> void:
Global.config_cache.set_value("window", "size", get_window().size)
Global.config_cache.set_value("view_menu", "draw_grid", Global.draw_grid)
Global.config_cache.set_value("view_menu", "draw_pixel_grid", Global.draw_pixel_grid)
Global.config_cache.set_value("view_menu", "show_pixel_indices", Global.show_pixel_indices)
Global.config_cache.set_value("view_menu", "show_rulers", Global.show_rulers)
Global.config_cache.set_value("view_menu", "show_guides", Global.show_guides)
Global.config_cache.set_value("view_menu", "show_mouse_guides", Global.show_mouse_guides)

View file

@ -82,17 +82,20 @@ func scroll_palette(origin: Vector2i) -> void:
## Called when the color changes, either the left or the right, determined by [param mouse_button].
## If current palette has [param target_color] as a [Color], then select it.
## This is helpful when we select color indirectly (e.g through colorpicker)
func find_and_select_color(target_color: Color, mouse_button: int) -> void:
if not is_instance_valid(current_palette):
return
var old_index := Palettes.current_palette_get_selected_color_index(mouse_button)
var selected_index := Palettes.current_palette_get_selected_color_index(mouse_button)
if get_swatch_color(selected_index) == target_color: # Color already selected
return
for color_ind in swatches.size():
if (
target_color.is_equal_approx(swatches[color_ind].color)
or target_color.to_html() == swatches[color_ind].color.to_html()
):
var index := convert_grid_index_to_palette_index(color_ind)
select_swatch(mouse_button, index, old_index)
select_swatch(mouse_button, index, selected_index)
match mouse_button:
MOUSE_BUTTON_LEFT:
Palettes.left_selected_color = index

View file

@ -0,0 +1,200 @@
extends GridContainer
# We should use pre defined initial grid colors instead of random colors
const INITIAL_GRID_COLORS := [
Color.BLACK,
Color.WHITE,
Color.YELLOW,
Color.GREEN,
Color.BLUE,
Color.GRAY,
Color.ORANGE,
Color.PINK,
Color.SIENNA,
Color.CORAL,
]
var grid_preferences: Array[GridPreference] = [
GridPreference.new("grid_type", "GridType", "selected", Global.GridTypes.CARTESIAN),
GridPreference.new("grid_size", "GridSizeValue", "value", Vector2i(2, 2)),
GridPreference.new("isometric_grid_size", "IsometricGridSizeValue", "value", Vector2i(16, 8)),
GridPreference.new("grid_offset", "GridOffsetValue", "value", Vector2i.ZERO),
GridPreference.new("grid_draw_over_tile_mode", "GridDrawOverTileMode", "button_pressed", false),
GridPreference.new("grid_color", "GridColor", "color", Color.BLACK),
]
var grid_selected: int = 0:
set(key):
grid_selected = key
for child: BaseButton in grids_select_container.get_children():
if child.get_index() == grid_selected:
child.self_modulate = Color.WHITE
else:
child.self_modulate = Color.DIM_GRAY
var grids: Dictionary = Global.config_cache.get_value(
"preferences", "grids", {0: create_default_properties()}
)
if grids.has(key):
update_pref_ui(grids[key])
@onready var grids_select_container: HFlowContainer = $GridsSelectContainer
class GridPreference:
var prop_name: String
var node_path: String
var value_type: String
var default_value
func _init(
_prop_name: String,
_node_path: String,
_value_type: String,
_default_value = null,
_require_restart := false
) -> void:
prop_name = _prop_name
node_path = _node_path
value_type = _value_type
if _default_value != null:
default_value = _default_value
func _ready() -> void:
var grids = Global.config_cache.get_value(
"preferences", "grids", {0: create_default_properties()}
)
Global.config_cache.set_value("preferences", "grids", grids)
$GridsCount.value = grids.size()
if grids.size() == 1:
add_remove_select_button(0)
for pref in grid_preferences:
if not has_node(pref.node_path):
continue
var node := get_node(pref.node_path)
var restore_default_button := RestoreDefaultButton.new()
restore_default_button.pressed.connect(
_on_grid_pref_value_changed.bind(pref.default_value, pref, restore_default_button)
)
restore_default_button.setting_name = pref.prop_name
restore_default_button.value_type = pref.value_type
restore_default_button.default_value = pref.default_value
restore_default_button.node = node
var node_position := node.get_index()
node.get_parent().add_child(restore_default_button)
node.get_parent().move_child(restore_default_button, node_position)
match pref.value_type:
"button_pressed":
node.toggled.connect(_on_grid_pref_value_changed.bind(pref, restore_default_button))
"value":
node.value_changed.connect(
_on_grid_pref_value_changed.bind(pref, restore_default_button)
)
"color":
node.get_picker().presets_visible = false
node.color_changed.connect(
_on_grid_pref_value_changed.bind(pref, restore_default_button)
)
"selected":
node.item_selected.connect(
_on_grid_pref_value_changed.bind(pref, restore_default_button)
)
grid_selected = 0
func _on_grid_pref_value_changed(value, pref: GridPreference, button: RestoreDefaultButton) -> void:
var grids: Dictionary = Global.config_cache.get_value(
"preferences", "grids", {0: create_default_properties()}
)
if grids.has(grid_selected): # Failsafe (Always true)
var grid_info: Dictionary = grids[grid_selected]
var prop := pref.prop_name
grid_info[prop] = value
grids[grid_selected] = grid_info
Global.update_grids(grids)
var default_value = pref.default_value
var disable: bool = Global.grids[grid_selected].get(prop) == default_value
if typeof(value) == TYPE_COLOR:
disable = value.is_equal_approx(default_value)
disable_restore_default_button(button, disable)
Global.config_cache.set_value("preferences", "grids", grids)
func _on_grids_count_value_changed(value: float) -> void:
var new_grids: Dictionary = Global.config_cache.get_value(
"preferences", "grids", {0: create_default_properties()}
)
var last_grid_idx = int(value - 1)
if last_grid_idx >= grids_select_container.get_child_count():
# Add missing grids
for key in range(grids_select_container.get_child_count(), value):
if not new_grids.has(key):
var new_grid := create_default_properties()
if new_grids.has(key - 1): # Failsafe
var last_grid = new_grids[key - 1]
# This small bit of code is there to make ui look a little neater
# Reasons:
# - Usually user intends to make the next grid twice the size.
# - Having all grids being same size initially may cause confusion for some
# users when they try to change color of a middle grid not seeing it's changing
# (due to being covered by grids above it).
if (
new_grid.has("grid_size")
and new_grid.has("isometric_grid_size")
and new_grid.has("grid_color")
):
new_grid["grid_size"] = last_grid["grid_size"] * 2
new_grid["isometric_grid_size"] = last_grid["isometric_grid_size"] * 2
if key < INITIAL_GRID_COLORS.size():
new_grid["grid_color"] = INITIAL_GRID_COLORS[key]
new_grids[key] = new_grid
add_remove_select_button(key)
else:
# Remove extra grids
for key: int in range(value, new_grids.size()):
new_grids.erase(key)
add_remove_select_button(key, true)
grid_selected = min(grid_selected, last_grid_idx)
Global.update_grids(new_grids)
Global.config_cache.set_value("preferences", "grids", new_grids)
func create_default_properties() -> Dictionary:
var grid_info = {}
for pref in grid_preferences:
grid_info[pref.prop_name] = pref.default_value
return grid_info
func disable_restore_default_button(button: RestoreDefaultButton, disable: bool) -> void:
button.disabled = disable
if disable:
button.mouse_default_cursor_shape = Control.CURSOR_ARROW
button.tooltip_text = ""
else:
button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button.tooltip_text = "Restore default value"
func add_remove_select_button(grid_idx: int, remove := false):
if not remove:
var select_button = Button.new()
select_button.text = str(grid_idx)
grids_select_container.add_child(select_button)
select_button.pressed.connect(func(): grid_selected = grid_idx)
else:
if grid_idx < grids_select_container.get_child_count():
grids_select_container.get_child(grid_idx).queue_free()
func update_pref_ui(grid_data: Dictionary):
for pref in grid_preferences:
var key = pref.prop_name
if grid_data.has(key):
var node := get_node(pref.node_path)
node.set(pref.value_type, grid_data[key])
if pref.value_type == "color":
# the signal doesn't seem to be emitted automatically
node.color_changed.emit(grid_data[key])

View file

@ -94,21 +94,6 @@ var preferences: Array[Preference] = [
Preference.new("smooth_zoom", "Canvas/ZoomOptions/SmoothZoom", "button_pressed", true),
Preference.new("integer_zoom", "Canvas/ZoomOptions/IntegerZoom", "button_pressed", false),
Preference.new("snapping_distance", "Canvas/SnappingOptions/DistanceValue", "value", 32.0),
Preference.new(
"grid_type", "Canvas/GridOptions/GridType", "selected", Global.GridTypes.CARTESIAN
),
Preference.new("grid_size", "Canvas/GridOptions/GridSizeValue", "value", Vector2i(2, 2)),
Preference.new(
"isometric_grid_size", "Canvas/GridOptions/IsometricGridSizeValue", "value", Vector2i(16, 8)
),
Preference.new("grid_offset", "Canvas/GridOptions/GridOffsetValue", "value", Vector2i.ZERO),
Preference.new(
"grid_draw_over_tile_mode",
"Canvas/GridOptions/GridDrawOverTileMode",
"button_pressed",
false
),
Preference.new("grid_color", "Canvas/GridOptions/GridColor", "color", Color.BLACK),
Preference.new(
"pixel_grid_show_at_zoom", "Canvas/PixelGridOptions/ShowAtZoom", "value", 1500.0
),

View file

@ -1,8 +1,10 @@
[gd_scene load_steps=9 format=3 uid="uid://b3hkjj3s6pe4x"]
[gd_scene load_steps=11 format=3 uid="uid://b3hkjj3s6pe4x"]
[ext_resource type="Script" path="res://src/Preferences/PreferencesDialog.gd" id="1"]
[ext_resource type="PackedScene" uid="uid://bq7ibhm0txl5p" path="res://addons/keychain/ShortcutEdit.tscn" id="3"]
[ext_resource type="Script" path="res://src/Preferences/ThemesPreferences.gd" id="3_nvl8k"]
[ext_resource type="Script" path="res://src/Preferences/GridPreferences.gd" id="4_76iff"]
[ext_resource type="PackedScene" uid="uid://yjhp0ssng2mp" path="res://src/UI/Nodes/ValueSlider.tscn" id="5_rlmsh"]
[ext_resource type="PackedScene" path="res://src/UI/Nodes/ValueSliderV2.tscn" id="7"]
[ext_resource type="Script" path="res://src/Preferences/ExtensionsPreferences.gd" id="7_8ume5"]
[ext_resource type="Script" path="res://src/UI/Nodes/ValueSlider.gd" id="8"]
@ -482,6 +484,30 @@ layout_mode = 2
theme_override_constants/h_separation = 4
theme_override_constants/v_separation = 4
columns = 3
script = ExtResource("4_76iff")
[node name="GridsCountLabel" type="Label" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions"]
layout_mode = 2
text = "Grids Visible:"
[node name="Spacer" type="Control" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions"]
layout_mode = 2
[node name="GridsCount" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions" instance=ExtResource("5_rlmsh")]
layout_mode = 2
min_value = 1.0
max_value = 10.0
value = 1.0
[node name="GridsSelectLabel" type="Label" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions"]
layout_mode = 2
text = "Editing Grid:"
[node name="Spacer2" type="Control" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions"]
layout_mode = 2
[node name="GridsSelectContainer" type="HFlowContainer" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions"]
layout_mode = 2
[node name="GridTypeLabel" type="Label" parent="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions"]
layout_mode = 2
@ -1478,6 +1504,7 @@ dialog_text = "Are you sure you want to reset the selected options? There will b
[connection signal="pressed" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Language/System Language" to="." method="_on_language_pressed" binds= [1]]
[connection signal="pressed" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Interface/InterfaceOptions/ShrinkContainer/ShrinkApplyButton" to="." method="_on_shrink_apply_button_pressed"]
[connection signal="pressed" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Interface/InterfaceOptions/FontSizeContainer/FontSizeApplyButton" to="." method="_on_font_size_apply_button_pressed"]
[connection signal="value_changed" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions/GridsCount" to="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Canvas/GridOptions" method="_on_grids_count_value_changed"]
[connection signal="pressed" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Extensions/ExtensionsHeader/Explore" to="Store" method="_on_explore_pressed"]
[connection signal="empty_clicked" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Extensions/InstalledExtensions" to="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Extensions" method="_on_InstalledExtensions_empty_clicked"]
[connection signal="item_selected" from="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Extensions/InstalledExtensions" to="HSplitContainer/VBoxContainer/ScrollContainer/RightSide/Extensions" method="_on_InstalledExtensions_item_selected"]

View file

@ -159,16 +159,17 @@ func draw_move(pos: Vector2i) -> void:
else:
pos.x = _start_pos.x
if Input.is_action_pressed("transform_snap_grid"):
_offset = _offset.snapped(Global.grid_size)
_offset = _offset.snapped(Global.grids[0].grid_size)
var prev_pos: Vector2i = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = prev_pos.snapped(Global.grid_size)
selection_node.big_bounding_rectangle.position = prev_pos.snapped(Global.grids[0].grid_size)
selection_node.marching_ants_outline.offset += Vector2(
selection_node.big_bounding_rectangle.position - prev_pos
)
pos = pos.snapped(Global.grid_size)
var grid_offset := Global.grid_offset
pos = pos.snapped(Global.grids[0].grid_size)
var grid_offset := Global.grids[0].grid_offset
grid_offset = Vector2i(
fmod(grid_offset.x, Global.grid_size.x), fmod(grid_offset.y, Global.grid_size.y)
fmod(grid_offset.x, Global.grids[0].grid_size.x),
fmod(grid_offset.y, Global.grids[0].grid_size.y)
)
pos += grid_offset

View file

@ -129,19 +129,20 @@ func draw_preview() -> void:
func snap_position(pos: Vector2) -> Vector2:
var snapping_distance := Global.snapping_distance / Global.camera.zoom.x
if Global.snap_to_rectangular_grid_boundary:
var grid_pos := pos.snapped(Global.grid_size)
grid_pos += Vector2(Global.grid_offset)
var grid_pos := pos.snapped(Global.grids[0].grid_size)
grid_pos += Vector2(Global.grids[0].grid_offset)
# keeping grid_pos as is would have been fine but this adds extra accuracy as to
# which snap point (from the list below) is closest to mouse and occupy THAT point
var t_l := grid_pos + Vector2(-Global.grid_size.x, -Global.grid_size.y)
var t_c := grid_pos + Vector2(0, -Global.grid_size.y) # t_c is for "top centre" and so on
var t_r := grid_pos + Vector2(Global.grid_size.x, -Global.grid_size.y)
var m_l := grid_pos + Vector2(-Global.grid_size.x, 0)
# t_l is for "top left" and so on
var t_l := grid_pos + Vector2(-Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
var t_c := grid_pos + Vector2(0, -Global.grids[0].grid_size.y)
var t_r := grid_pos + Vector2(Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
var m_l := grid_pos + Vector2(-Global.grids[0].grid_size.x, 0)
var m_c := grid_pos
var m_r := grid_pos + Vector2(Global.grid_size.x, 0)
var b_l := grid_pos + Vector2(-Global.grid_size.x, Global.grid_size.y)
var b_c := grid_pos + Vector2(0, Global.grid_size.y)
var b_r := grid_pos + Vector2(Global.grid_size)
var m_r := grid_pos + Vector2(Global.grids[0].grid_size.x, 0)
var b_l := grid_pos + Vector2(-Global.grids[0].grid_size.x, Global.grids[0].grid_size.y)
var b_c := grid_pos + Vector2(0, Global.grids[0].grid_size.y)
var b_r := grid_pos + Vector2(Global.grids[0].grid_size)
var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
for vec in vec_arr:
if vec.distance_to(pos) < grid_pos.distance_to(pos):
@ -152,19 +153,22 @@ func snap_position(pos: Vector2) -> Vector2:
pos = grid_point.floor()
if Global.snap_to_rectangular_grid_center:
var grid_center := pos.snapped(Global.grid_size) + Vector2(Global.grid_size / 2)
grid_center += Vector2(Global.grid_offset)
var grid_center := (
pos.snapped(Global.grids[0].grid_size) + Vector2(Global.grids[0].grid_size / 2)
)
grid_center += Vector2(Global.grids[0].grid_offset)
# keeping grid_center as is would have been fine but this adds extra accuracy as to
# which snap point (from the list below) is closest to mouse and occupy THAT point
var t_l := grid_center + Vector2(-Global.grid_size.x, -Global.grid_size.y)
var t_c := grid_center + Vector2(0, -Global.grid_size.y) # t_c is for "top centre" and so on
var t_r := grid_center + Vector2(Global.grid_size.x, -Global.grid_size.y)
var m_l := grid_center + Vector2(-Global.grid_size.x, 0)
# t_l is for "top left" and so on
var t_l := grid_center + Vector2(-Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
var t_c := grid_center + Vector2(0, -Global.grids[0].grid_size.y)
var t_r := grid_center + Vector2(Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
var m_l := grid_center + Vector2(-Global.grids[0].grid_size.x, 0)
var m_c := grid_center
var m_r := grid_center + Vector2(Global.grid_size.x, 0)
var b_l := grid_center + Vector2(-Global.grid_size.x, Global.grid_size.y)
var b_c := grid_center + Vector2(0, Global.grid_size.y)
var b_r := grid_center + Vector2(Global.grid_size)
var m_r := grid_center + Vector2(Global.grids[0].grid_size.x, 0)
var b_l := grid_center + Vector2(-Global.grids[0].grid_size.x, Global.grids[0].grid_size.y)
var b_c := grid_center + Vector2(0, Global.grids[0].grid_size.y)
var b_r := grid_center + Vector2(Global.grids[0].grid_size)
var vec_arr := [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
for vec in vec_arr:
if vec.distance_to(pos) < grid_center.distance_to(pos):

View file

@ -16,17 +16,17 @@ func _input(event: InputEvent) -> void:
return
if event.is_action_pressed("transform_snap_grid"):
_snap_to_grid = true
_offset = _offset.snapped(Global.grid_size)
_offset = _offset.snapped(Global.grids[0].grid_size)
if Global.current_project.has_selection and selection_node.is_moving_content:
var prev_pos: Vector2i = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = Vector2i(
prev_pos.snapped(Global.grid_size)
prev_pos.snapped(Global.grids[0].grid_size)
)
# The first time transform_snap_grid is enabled then _snap_position() is not called
# and the selection had wrong offset, so do selection offsetting here
var grid_offset := Vector2i(
fmod(Global.grid_offset.x, Global.grid_size.x),
fmod(Global.grid_offset.y, Global.grid_size.y)
fmod(Global.grids[0].grid_offset.x, Global.grids[0].grid_size.x),
fmod(Global.grids[0].grid_offset.y, Global.grids[0].grid_size.y)
)
selection_node.big_bounding_rectangle.position += grid_offset
selection_node.marching_ants_outline.offset += Vector2(
@ -110,16 +110,18 @@ func _snap_position(pos: Vector2) -> Vector2:
else:
pos.x = _start_pos.x
if _snap_to_grid: # Snap to grid
pos = pos.snapped(Global.grid_size)
pos = pos.snapped(Global.grids[0].grid_size)
# The part below only corrects the offset for situations when there is no selection
# Offsets when there is selection is controlled in _input() function
if !Global.current_project.has_selection:
var move_offset := Vector2.ZERO
move_offset.x = (
_start_pos.x - (_start_pos.x / Global.grid_size.x) * Global.grid_size.x
_start_pos.x
- (_start_pos.x / Global.grids[0].grid_size.x) * Global.grids[0].grid_size.x
)
move_offset.y = (
_start_pos.y - (_start_pos.y / Global.grid_size.y) * Global.grid_size.y
_start_pos.y
- (_start_pos.y / Global.grids[0].grid_size.y) * Global.grids[0].grid_size.y
)
pos += move_offset

View file

@ -15,6 +15,7 @@ var layer_metadata_texture := ImageTexture.new()
@onready var currently_visible_frame := $CurrentlyVisibleFrame as SubViewport
@onready var current_frame_drawer := $CurrentlyVisibleFrame/CurrentFrameDrawer as Node2D
@onready var tile_mode := $TileMode as Node2D
@onready var color_index := $ColorIndex as Node2D
@onready var pixel_grid := $PixelGrid as Node2D
@onready var grid := $Grid as Node2D
@onready var selection := $Selection as SelectionNode
@ -67,6 +68,7 @@ func _draw() -> void:
current_frame_drawer.queue_redraw()
tile_mode.queue_redraw()
draw_set_transform(position, rotation, scale)
color_index.queue_redraw()
func _input(event: InputEvent) -> void:

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=22 format=3 uid="uid://ba24iuv55m4l3"]
[gd_scene load_steps=24 format=3 uid="uid://ba24iuv55m4l3"]
[ext_resource type="Script" path="res://src/UI/Canvas/Canvas.gd" id="1"]
[ext_resource type="Shader" path="res://src/Shaders/BlendLayers.gdshader" id="1_253dh"]
@ -17,6 +17,7 @@
[ext_resource type="Script" path="res://src/UI/Canvas/Measurements.gd" id="16_nxilb"]
[ext_resource type="Shader" path="res://src/Shaders/AutoInvertColors.gdshader" id="17_lowhf"]
[ext_resource type="Script" path="res://src/UI/Canvas/ReferenceImages.gd" id="17_qfjb4"]
[ext_resource type="Script" path="res://src/UI/Canvas/color_index.gd" id="18_o3xx2"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_6b0ox"]
shader = ExtResource("1_253dh")
@ -26,6 +27,11 @@ shader_parameter/origin_y_positive = true
[sub_resource type="CanvasItemMaterial" id="1"]
blend_mode = 4
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ascg6"]
shader = ExtResource("17_lowhf")
shader_parameter/width = 0.05
shader_parameter/hollow_shapes = false
[sub_resource type="ShaderMaterial" id="2"]
shader = ExtResource("9")
shader_parameter/width = 0.05
@ -59,6 +65,10 @@ show_behind_parent = true
material = SubResource("1")
script = ExtResource("4")
[node name="ColorIndex" type="Node2D" parent="."]
material = SubResource("ShaderMaterial_ascg6")
script = ExtResource("18_o3xx2")
[node name="PixelGrid" type="Node2D" parent="."]
script = ExtResource("6")

View file

@ -1,5 +1,8 @@
extends Node2D
var unique_rect_lines := PackedVector2Array()
var unique_iso_lines := PackedVector2Array()
func _ready() -> void:
Global.project_switched.connect(queue_redraw)
@ -10,54 +13,60 @@ func _draw() -> void:
return
var target_rect: Rect2i
if Global.grid_draw_over_tile_mode:
target_rect = Global.current_project.tiles.get_bounding_rect()
else:
target_rect = Rect2i(Vector2i.ZERO, Global.current_project.size)
if not target_rect.has_area():
return
unique_rect_lines.clear()
unique_iso_lines.clear()
for grid_idx in range(Global.grids.size() - 1, -1, -1):
if Global.grids[grid_idx].grid_draw_over_tile_mode:
target_rect = Global.current_project.tiles.get_bounding_rect()
else:
target_rect = Rect2i(Vector2i.ZERO, Global.current_project.size)
if not target_rect.has_area():
return
var grid_type := Global.grid_type
if grid_type == Global.GridTypes.CARTESIAN || grid_type == Global.GridTypes.ALL:
_draw_cartesian_grid(target_rect)
var grid_type := Global.grids[grid_idx].grid_type
if grid_type == Global.GridTypes.CARTESIAN || grid_type == Global.GridTypes.ALL:
_draw_cartesian_grid(grid_idx, target_rect)
if grid_type == Global.GridTypes.ISOMETRIC || grid_type == Global.GridTypes.ALL:
_draw_isometric_grid(target_rect)
if grid_type == Global.GridTypes.ISOMETRIC || grid_type == Global.GridTypes.ALL:
_draw_isometric_grid(grid_idx, target_rect)
func _draw_cartesian_grid(target_rect: Rect2i) -> void:
func _draw_cartesian_grid(grid_index: int, target_rect: Rect2i) -> void:
var grid = Global.grids[grid_index]
var grid_multiline_points := PackedVector2Array()
var x: float = (
target_rect.position.x
+ fposmod(Global.grid_offset.x - target_rect.position.x, Global.grid_size.x)
+ fposmod(grid.grid_offset.x - target_rect.position.x, grid.grid_size.x)
)
while x <= target_rect.end.x:
grid_multiline_points.push_back(Vector2(x, target_rect.position.y))
grid_multiline_points.push_back(Vector2(x, target_rect.end.y))
x += Global.grid_size.x
if not Vector2(x, target_rect.position.y) in unique_rect_lines:
grid_multiline_points.push_back(Vector2(x, target_rect.position.y))
grid_multiline_points.push_back(Vector2(x, target_rect.end.y))
x += grid.grid_size.x
var y: float = (
target_rect.position.y
+ fposmod(Global.grid_offset.y - target_rect.position.y, Global.grid_size.y)
+ fposmod(grid.grid_offset.y - target_rect.position.y, grid.grid_size.y)
)
while y <= target_rect.end.y:
grid_multiline_points.push_back(Vector2(target_rect.position.x, y))
grid_multiline_points.push_back(Vector2(target_rect.end.x, y))
y += Global.grid_size.y
if not Vector2(target_rect.position.x, y) in unique_rect_lines:
grid_multiline_points.push_back(Vector2(target_rect.position.x, y))
grid_multiline_points.push_back(Vector2(target_rect.end.x, y))
y += grid.grid_size.y
unique_rect_lines.append_array(grid_multiline_points)
if not grid_multiline_points.is_empty():
draw_multiline(grid_multiline_points, Global.grid_color)
draw_multiline(grid_multiline_points, grid.grid_color)
func _draw_isometric_grid(target_rect: Rect2i) -> void:
func _draw_isometric_grid(grid_index: int, target_rect: Rect2i) -> void:
var grid = Global.grids[grid_index]
var grid_multiline_points := PackedVector2Array()
var cell_size: Vector2 = Global.isometric_grid_size
var cell_size: Vector2 = grid.isometric_grid_size
var max_cell_count: Vector2 = Vector2(target_rect.size) / cell_size
var origin_offset: Vector2 = Vector2(Global.grid_offset - target_rect.position).posmodv(
cell_size
)
var origin_offset: Vector2 = Vector2(grid.grid_offset - target_rect.position).posmodv(cell_size)
# lines ↗↗↗ (from bottom-left to top-right)
var per_cell_offset: Vector2 = cell_size * Vector2(1, -1)
@ -70,8 +79,9 @@ func _draw_isometric_grid(target_rect: Rect2i) -> void:
var start: Vector2 = Vector2(target_rect.position) + Vector2(0, y)
var cells_to_rect_bounds: float = minf(max_cell_count.x, y / cell_size.y)
var end := start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
if not start in unique_iso_lines:
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
y += cell_size.y
# lines ↗↗↗ starting from the rect's bottom side (left to right):
@ -80,8 +90,9 @@ func _draw_isometric_grid(target_rect: Rect2i) -> void:
var start: Vector2 = Vector2(target_rect.position) + Vector2(x, target_rect.size.y)
var cells_to_rect_bounds: float = minf(max_cell_count.y, max_cell_count.x - x / cell_size.x)
var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
if not start in unique_iso_lines:
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
x += cell_size.x
# lines ↘↘↘ (from top-left to bottom-right)
@ -93,8 +104,9 @@ func _draw_isometric_grid(target_rect: Rect2i) -> void:
var start: Vector2 = Vector2(target_rect.position) + Vector2(0, y)
var cells_to_rect_bounds: float = minf(max_cell_count.x, max_cell_count.y - y / cell_size.y)
var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
if not start in unique_iso_lines:
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
y += cell_size.y
# lines ↘↘↘ starting from the rect's top side (left to right):
@ -103,9 +115,11 @@ func _draw_isometric_grid(target_rect: Rect2i) -> void:
var start: Vector2 = Vector2(target_rect.position) + Vector2(x, 0)
var cells_to_rect_bounds: float = minf(max_cell_count.y, max_cell_count.x - x / cell_size.x)
var end: Vector2 = start + cells_to_rect_bounds * per_cell_offset
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
if not start in unique_iso_lines:
grid_multiline_points.push_back(start)
grid_multiline_points.push_back(end)
x += cell_size.x
grid_multiline_points.append_array(grid_multiline_points)
if not grid_multiline_points.is_empty():
draw_multiline(grid_multiline_points, Global.grid_color)
draw_multiline(grid_multiline_points, grid.grid_color)

View file

@ -214,7 +214,7 @@ func _move_with_arrow_keys(event: InputEvent) -> void:
if _is_action_direction(event) and arrow_key_move:
var step := Vector2.ONE
if Input.is_key_pressed(KEY_CTRL):
step = Global.grid_size
step = Global.grids[0].grid_size
var input := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var move := input.rotated(snappedf(Global.camera.rotation, PI / 2))
# These checks are needed to fix a bug where the selection got stuck

View file

@ -0,0 +1,54 @@
extends Node2D
const FONT_SIZE = 16
var users := 1
var enabled: bool = false:
set(value):
enabled = value
queue_redraw()
func _ready() -> void:
Global.camera.zoom_changed.connect(queue_redraw)
func _draw() -> void:
if not enabled:
return
# when we zoom out there is a visual issue that inverts the text
# (kind of how you look through a magnifying glass)
# so we should restrict the rendering distance of this preview.
var zoom_percentage := 100.0 * Global.camera.zoom.x
if zoom_percentage < Global.pixel_grid_show_at_zoom:
return
var project = ExtensionsApi.project.current_project
var cel: BaseCel = project.frames[project.current_frame].cels[project.current_layer]
if not cel is PixelCel:
return
var index_image: Image = cel.image.indices_image
if index_image.get_size() != project.size or not cel.image.is_indexed:
return
var used_rect: Rect2i = cel.image.get_used_rect()
if used_rect.size != Vector2i.ZERO:
# use smaller image for optimization
index_image = index_image.get_region(used_rect)
var font: Font = ExtensionsApi.theme.get_theme().default_font
var offset = position + Vector2(used_rect.position)
draw_set_transform(offset, rotation, Vector2(0.05, 0.05))
for x in range(index_image.get_size().x):
for y in range(index_image.get_size().y):
var index := index_image.get_pixel(x, y).r8
if index == 0:
continue
draw_string(
font,
Vector2(x, y) * 20 + Vector2.DOWN * 16,
str(index),
HORIZONTAL_ALIGNMENT_LEFT,
-1,
FONT_SIZE if (index < 100) else int(FONT_SIZE / 1.5)
)
draw_set_transform(position, rotation, scale)

View file

@ -44,7 +44,6 @@ size_flags_vertical = 3
[node name="TransparentChecker" parent="VBoxContainer/VSplitContainer/PreviewPanel" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 0
anchors_preset = 0
anchor_right = 1.0
anchor_bottom = 1.0
@ -335,19 +334,23 @@ text = "Clip image content to selection"
mode = 2
title = "Open a Directory"
size = Vector2i(675, 500)
always_on_top = true
ok_button_text = "Select Current Folder"
file_mode = 2
access = 2
[node name="PathValidationAlert" type="AcceptDialog" parent="."]
always_on_top = true
dialog_text = "DirAccess path and file name are not valid!"
[node name="FileExistsAlert" type="AcceptDialog" parent="."]
always_on_top = true
dialog_text = "File %s already exists. Overwrite?"
[node name="ExportProgressBar" type="Window" parent="."]
visible = false
exclusive = true
always_on_top = true
[node name="MarginContainer" type="MarginContainer" parent="ExportProgressBar"]
anchors_preset = 15

View file

@ -90,6 +90,8 @@ func _on_SplashDialog_about_to_show() -> void:
func change_artwork(direction: int) -> void:
if direction != 0:
SteamManager.set_achievement("ACH_ART_LOVER")
chosen_artwork = wrapi(chosen_artwork + direction, 0, artworks.size())
splash_art_texturerect.texture = artworks[chosen_artwork].artwork
set_process(artworks[chosen_artwork].artwork is AnimatedTexture)

View file

@ -285,6 +285,7 @@ func _on_blend_modes_item_selected(index: int) -> void:
project.undo_redo.add_undo_method(_update_layer_ui)
project.undo_redo.add_undo_method(_update_layers)
project.undo_redo.commit_action()
SteamManager.set_achievement("ACH_BLEND_IN")
func _update_layers() -> void:
@ -843,6 +844,7 @@ func add_layer(type := 0) -> void:
l = PixelLayer.new(project)
Global.LayerTypes.GROUP:
l = GroupLayer.new(project)
SteamManager.set_achievement("ACH_STRONGER_TOGETHER")
Global.LayerTypes.THREE_D:
l = Layer3D.new(project)
SteamManager.set_achievement("ACH_3D_LAYER")

View file

@ -232,6 +232,7 @@ func _setup_view_menu() -> void:
"Mirror View": "mirror_view",
"Show Grid": "show_grid",
"Show Pixel Grid": "show_pixel_grid",
"Show Pixel Indices": "show_pixel_indices",
"Show Rulers": "show_rulers",
"Show Guides": "show_guides",
"Show Mouse Guides": "",
@ -261,6 +262,9 @@ func _setup_view_menu() -> void:
var draw_pixel_grid: bool = Global.config_cache.get_value(
"view_menu", "draw_pixel_grid", Global.draw_pixel_grid
)
var show_pixel_indices: bool = Global.config_cache.get_value(
"view_menu", "show_pixel_indices", Global.show_pixel_indices
)
var show_rulers: bool = Global.config_cache.get_value(
"view_menu", "show_rulers", Global.show_rulers
)
@ -295,6 +299,8 @@ func _setup_view_menu() -> void:
_toggle_show_guides()
if show_mouse_guides != Global.show_mouse_guides:
_toggle_show_mouse_guides()
if show_pixel_indices != Global.show_pixel_indices:
_toggle_show_pixel_indices()
if display_layer_effects != Global.display_layer_effects:
Global.display_layer_effects = display_layer_effects
if snap_to_rectangular_grid_boundary != Global.snap_to_rectangular_grid_boundary:
@ -666,6 +672,8 @@ func view_menu_id_pressed(id: int) -> void:
_toggle_show_guides()
Global.ViewMenu.SHOW_MOUSE_GUIDES:
_toggle_show_mouse_guides()
Global.ViewMenu.SHOW_PIXEL_INDICES:
_toggle_show_pixel_indices()
Global.ViewMenu.DISPLAY_LAYER_EFFECTS:
Global.display_layer_effects = not Global.display_layer_effects
_:
@ -820,6 +828,11 @@ func _toggle_show_pixel_grid() -> void:
view_menu.set_item_checked(Global.ViewMenu.SHOW_PIXEL_GRID, Global.draw_pixel_grid)
func _toggle_show_pixel_indices() -> void:
Global.show_pixel_indices = !Global.show_pixel_indices
view_menu.set_item_checked(Global.ViewMenu.SHOW_PIXEL_INDICES, Global.show_pixel_indices)
func _toggle_show_rulers() -> void:
Global.show_rulers = !Global.show_rulers
view_menu.set_item_checked(Global.ViewMenu.SHOW_RULERS, Global.show_rulers)