extends Polygon2D var img : Image var tex : ImageTexture var is_dragging := false var move_pixels := false var diff_x := 0.0 var diff_y := 0.0 var orig_x := 0.0 var orig_y := 0.0 var orig_colors := [] func _ready() -> void: img = Image.new() img.create(1, 1, false, Image.FORMAT_RGBA8) img.lock() tex = ImageTexture.new() tex.create_from_image(img, 0) # warning-ignore:unused_argument func _process(delta : float) -> void: var mouse_pos: Vector2 = get_local_mouse_position() - Global.canvas.location var mouse_pos_floored := mouse_pos.floor() var start_pos := polygon[0] var end_pos := polygon[2] var current_layer_index: int = Global.canvas.current_layer_index var layer : Image = Global.canvas.layers[current_layer_index][0] if end_pos == start_pos: Global.selection_rectangle.visible = false else: Global.selection_rectangle.visible = true if point_in_rectangle(mouse_pos, polygon[0], polygon[2]) && Global.selected_pixels.size() > 0 && (Global.current_left_tool == "RectSelect" || Global.current_right_tool == "RectSelect"): get_parent().get_parent().mouse_default_cursor_shape = Input.CURSOR_MOVE Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) if (Global.current_left_tool == "RectSelect" && Input.is_action_just_pressed("left_mouse")) || (Global.current_right_tool == "RectSelect" && Input.is_action_just_pressed("right_mouse")): # Begin dragging is_dragging = true if Input.is_key_pressed(KEY_SHIFT): move_pixels = true else: move_pixels = false img.fill(Color(0, 0, 0, 0)) diff_x = end_pos.x - mouse_pos_floored.x diff_y = end_pos.y - mouse_pos_floored.y orig_x = start_pos.x - mouse_pos_floored.x orig_y = start_pos.y - mouse_pos_floored.y if move_pixels: img.unlock() img.resize(polygon[2].x - polygon[0].x, polygon[2].y - polygon[0].y, 0) img.lock() for i in range(Global.selected_pixels.size()): var curr_px = Global.selected_pixels[i] if point_in_rectangle(curr_px, Global.canvas.location - Vector2.ONE, Global.canvas.size): orig_colors.append(layer.get_pixelv(curr_px)) # Color of pixel var px = curr_px - Global.selected_pixels[0] img.set_pixelv(px, orig_colors[i]) layer.set_pixelv(curr_px, Color(0, 0, 0, 0)) else: # If part of selection is outside canvas orig_colors.append(Color(0, 0, 0, 0)) Global.canvas.update_texture(Global.canvas.current_layer_index) tex.create_from_image(img, 0) update() # Makes line2d invisible Global.canvas.line_2d.default_color = Color(0, 0, 0, 0) else: get_parent().get_parent().mouse_default_cursor_shape = Input.CURSOR_ARROW if is_dragging: if (Global.current_left_tool == "RectSelect" && Input.is_action_pressed("left_mouse")) || (Global.current_right_tool == "RectSelect" && Input.is_action_pressed("right_mouse")): # Drag start_pos.x = orig_x + mouse_pos_floored.x end_pos.x = diff_x + mouse_pos_floored.x start_pos.y = orig_y + mouse_pos_floored.y end_pos.y = diff_y + mouse_pos_floored.y polygon[0] = start_pos polygon[1] = Vector2(end_pos.x, start_pos.y) polygon[2] = end_pos polygon[3] = Vector2(start_pos.x, end_pos.y) if (Global.current_left_tool == "RectSelect" && Input.is_action_just_released("left_mouse")) || (Global.current_right_tool == "RectSelect" && Input.is_action_just_released("right_mouse")): # Release Drag is_dragging = false if move_pixels: for i in range(orig_colors.size()): if orig_colors[i].a > 0: var px = polygon[0] + Global.selected_pixels[i] - Global.selected_pixels[0] if point_in_rectangle(px, Global.canvas.location - Vector2.ONE, Global.canvas.size): layer.set_pixelv(px, orig_colors[i]) Global.canvas.update_texture(Global.canvas.current_layer_index) img.fill(Color(0, 0, 0, 0)) tex.create_from_image(img, 0) update() orig_colors.clear() Global.selected_pixels.clear() for xx in range(start_pos.x, end_pos.x): for yy in range(start_pos.y, end_pos.y): Global.selected_pixels.append(Vector2(xx, yy)) Global.canvas.handle_redo("Rectangle Select") # Redo # Makes line2d visible Global.canvas.line_2d.default_color = Color.darkgray if Global.selected_pixels.size() > 0: # Handle copy if Input.is_action_just_pressed("copy"): # Save as custom brush var brush_img := Image.new() brush_img = layer.get_rect(Rect2(polygon[0], polygon[2] - polygon[0])) if brush_img.is_invisible(): return brush_img = brush_img.get_rect(brush_img.get_used_rect()) #save only the visible pixels Global.custom_brushes.append(brush_img) Global.create_brush_button(brush_img) # Have it in the clipboard so it can be pasted later Global.image_clipboard = layer.get_rect(Rect2(polygon[0], polygon[2] - polygon[0])) # Handle paste if Input.is_action_just_pressed("paste") && Global.image_clipboard.get_size() > Vector2.ZERO: Global.canvas.handle_undo("Draw") layer.blend_rect(Global.image_clipboard, Rect2(Vector2.ZERO, polygon[2]-polygon[0]), polygon[0]) layer.lock() Global.canvas.handle_redo("Draw") if Input.is_action_just_pressed("delete"): Global.canvas.handle_undo("Draw") for xx in range(start_pos.x, end_pos.x): for yy in range(start_pos.y, end_pos.y): if point_in_rectangle(Vector2(xx, yy), Global.canvas.location - Vector2.ONE, Global.canvas.location + Global.canvas.size): layer.set_pixel(xx, yy, Color(0, 0, 0, 0)) Global.canvas.handle_redo("Draw") func _draw() -> void: if img.get_size() == polygon[2] - polygon[0]: draw_texture(tex, polygon[0], Color(1, 1, 1, 0.5)) func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool: return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y