class_name Canvas extends Node2D var fill_color := Color(0, 0, 0, 0) var current_pixel := Vector2.ZERO var can_undo := true var sprite_changed_this_frame := false # for optimization purposes var move_preview_location := Vector2.ZERO onready var currently_visible_frame: Viewport = $CurrentlyVisibleFrame onready var current_frame_drawer = $CurrentlyVisibleFrame/CurrentFrameDrawer onready var tile_mode = $TileMode onready var pixel_grid = $PixelGrid onready var grid = $Grid onready var selection = $Selection onready var indicators = $Indicators onready var previews = $Previews # Called when the node enters the scene tree for the first time. func _ready() -> void: var frame: Frame = new_empty_frame(true) Global.current_project.frames.append(frame) yield(get_tree(), "idle_frame") camera_zoom() func _draw() -> void: Global.second_viewport.get_child(0).get_node("CanvasPreview").update() Global.small_preview_viewport.get_child(0).get_node("CanvasPreview").update() var current_cels: Array = Global.current_project.frames[Global.current_project.current_frame].cels var current_layer: int = Global.current_project.current_layer var position_tmp := position var scale_tmp := scale if Global.mirror_view: position_tmp.x = position_tmp.x + Global.current_project.size.x scale_tmp.x = -1 draw_set_transform(position_tmp, rotation, scale_tmp) # Draw current frame layers for i in range(Global.current_project.layers.size()): var modulate_color := Color(1, 1, 1, current_cels[i].opacity) if Global.current_project.layers[i].visible: # if it's visible if i == current_layer: draw_texture(current_cels[i].image_texture, move_preview_location, modulate_color) else: draw_texture(current_cels[i].image_texture, Vector2.ZERO, modulate_color) if Global.onion_skinning: refresh_onion() currently_visible_frame.size = Global.current_project.size current_frame_drawer.update() if Global.current_project.tile_mode != Global.TileMode.NONE: tile_mode.update() draw_set_transform(position, rotation, scale) func _input(event: InputEvent) -> void: # Don't process anything below if the input isn't a mouse event, or Shift/Ctrl. # This decreases CPU/GPU usage slightly. if not event is InputEventMouse: if not event is InputEventKey: return elif not event.scancode in [KEY_SHIFT, KEY_CONTROL]: return # elif not get_viewport_rect().has_point(event.position): # return # Do not use self.get_local_mouse_position() because it return unexpected # value when shrink parameter is not equal to one. At godot version 3.2.3 var tmp_transform = get_canvas_transform().affine_inverse() var tmp_position = Global.main_viewport.get_local_mouse_position() current_pixel = tmp_transform.basis_xform(tmp_position) + tmp_transform.origin if Global.has_focus: update() sprite_changed_this_frame = false Tools.handle_draw(current_pixel.floor(), event) if sprite_changed_this_frame: update_selected_cels_textures() func camera_zoom() -> void: # Set camera zoom based on the sprite size var bigger_canvas_axis = max(Global.current_project.size.x, Global.current_project.size.y) var zoom_max := Vector2(bigger_canvas_axis, bigger_canvas_axis) * 0.01 for camera in Global.cameras: if zoom_max > Vector2.ONE: camera.zoom_max = zoom_max else: camera.zoom_max = Vector2.ONE if camera == Global.camera_preview: Global.preview_zoom_slider.max_value = -camera.zoom_min.x Global.preview_zoom_slider.min_value = -camera.zoom_max.x camera.fit_to_frame(Global.current_project.size) camera.save_values_to_project() Global.transparent_checker.update_rect() func new_empty_frame( first_time := false, single_layer := false, size := Global.current_project.size ) -> Frame: var frame := Frame.new() for l in Global.current_project.layers: # Create as many cels as there are layers # The sprite itself var sprite := Image.new() if first_time: if Global.config_cache.has_section_key("preferences", "default_image_width"): Global.current_project.size.x = Global.config_cache.get_value( "preferences", "default_image_width" ) if Global.config_cache.has_section_key("preferences", "default_image_height"): Global.current_project.size.y = Global.config_cache.get_value( "preferences", "default_image_height" ) if Global.config_cache.has_section_key("preferences", "default_fill_color"): fill_color = Global.config_cache.get_value("preferences", "default_fill_color") sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8) sprite.fill(fill_color) frame.cels.append(Cel.new(sprite, 1)) if single_layer: break return frame func handle_undo( action: String, project: Project = Global.current_project, layer_index := -2, frame_index := -2 ) -> void: if !can_undo: return if layer_index <= -2: layer_index = project.current_layer if frame_index <= -2: frame_index = project.current_frame var cels := [] var frames := [] var layers := [] if frame_index == -1: frames = project.frames else: frames.append(project.frames[frame_index]) if layer_index == -1: layers = project.layers else: layers.append(project.layers[layer_index]) for f in frames: for l in layers: var index = project.layers.find(l) cels.append(f.cels[index]) project.undos += 1 project.undo_redo.create_action(action) for cel in cels: # If we don't unlock the image, it doesn't work properly cel.image.unlock() var data = cel.image.data cel.image.lock() project.undo_redo.add_undo_property(cel.image, "data", data) project.undo_redo.add_undo_method(Global, "undo", frame_index, layer_index, project) can_undo = false func handle_redo( _action: String, project: Project = Global.current_project, layer_index := -2, frame_index := -2 ) -> void: can_undo = true if project.undos < project.undo_redo.get_version(): return if layer_index <= -2: layer_index = project.current_layer if frame_index <= -2: frame_index = project.current_frame var cels := [] var frames := [] var layers := [] if frame_index == -1: frames = project.frames else: frames.append(project.frames[frame_index]) if layer_index == -1: layers = project.layers else: layers.append(project.layers[layer_index]) for f in frames: for l in layers: var index = project.layers.find(l) cels.append(f.cels[index]) for cel in cels: project.undo_redo.add_do_property(cel.image, "data", cel.image.data) project.undo_redo.add_do_method(Global, "redo", frame_index, layer_index, project) project.undo_redo.commit_action() func update_texture(layer_i: int, frame_i := -1, project: Project = Global.current_project) -> void: if frame_i == -1: frame_i = project.current_frame if frame_i < project.frames.size() and layer_i < project.layers.size(): var current_cel: Cel = project.frames[frame_i].cels[layer_i] current_cel.image_texture.create_from_image(current_cel.image, 0) if project == Global.current_project: var frame_button = project.layers[layer_i].frame_container.get_child(frame_i) var frame_texture_rect: TextureRect frame_texture_rect = frame_button.find_node("CelTexture") frame_texture_rect.texture = current_cel.image_texture func update_selected_cels_textures(project: Project = Global.current_project) -> void: for cel_index in project.selected_cels: var frame_index: int = cel_index[0] var layer_index: int = cel_index[1] if frame_index < project.frames.size() and layer_index < project.layers.size(): var current_cel: Cel = project.frames[frame_index].cels[layer_index] current_cel.image_texture.create_from_image(current_cel.image, 0) if project == Global.current_project: var cel_button = project.layers[layer_index].frame_container.get_child(frame_index) var cel_texture_rect: TextureRect = cel_button.find_node("CelTexture") cel_texture_rect.texture = current_cel.image_texture func refresh_onion() -> void: $OnionPast.update() $OnionFuture.update()