class_name Canvas extends Node2D var layers := [] var current_layer_index := 0 var location := Vector2.ZERO var size := Vector2(64, 64) var fill_color := Color(0, 0, 0, 0) var frame := 0 var current_pixel := Vector2.ZERO # pretty much same as mouse_pos, but can be accessed externally var previous_mouse_pos := Vector2.ZERO var previous_mouse_pos_for_lines := Vector2.ZERO var can_undo := true var cursor_inside_canvas := false var previous_action := -1 var west_limit := location.x var east_limit := location.x + size.x var north_limit := location.y var south_limit := location.y + size.y var mouse_inside_canvas := false # used for undo var sprite_changed_this_frame := false # for optimization purposes var is_making_line := false var made_line := false var is_making_selection := "None" var line_2d : Line2D var pen_pressure := 1.0 # For tablet pressure sensitivity # Called when the node enters the scene tree for the first time. func _ready() -> void: var fill_layers := layers.empty() var layer_i := 0 for l in Global.layers: if fill_layers: # The sprite itself var sprite := Image.new() if Global.is_default_image: if Global.config_cache.has_section_key("preferences", "default_width"): size.x = Global.config_cache.get_value("preferences", "default_width") if Global.config_cache.has_section_key("preferences", "default_height"): size.y = Global.config_cache.get_value("preferences", "default_height") if Global.config_cache.has_section_key("preferences", "default_fill_color"): fill_color = Global.config_cache.get_value("preferences", "default_fill_color") Global.is_default_image = !Global.is_default_image sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8) sprite.fill(fill_color) sprite.lock() var tex := ImageTexture.new() tex.create_from_image(sprite, 0) # Store [Image, ImageTexture, Opacity] layers.append([sprite, tex, 1]) if self in l[5]: # If the linked button is pressed, set as the Image & ImageTexture # to be the same as the first linked cel layers[layer_i][0] = l[5][0].layers[layer_i][0] layers[layer_i][1] = l[5][0].layers[layer_i][1] layer_i += 1 # Only handle camera zoom settings & offset on the first frame if Global.canvases[0] == self: camera_zoom() line_2d = Line2D.new() line_2d.width = 0.5 line_2d.default_color = Color.darkgray line_2d.add_point(previous_mouse_pos_for_lines) line_2d.add_point(previous_mouse_pos_for_lines) add_child(line_2d) func _draw() -> void: # Onion Skinning if Global.onion_skinning: # Past if Global.onion_skinning_past_rate > 0: var color : Color if Global.onion_skinning_blue_red: color = Color.blue else: color = Color.white for i in range(1, Global.onion_skinning_past_rate + 1): if Global.current_frame >= i: var layer_i := 0 for layer in Global.canvases[Global.current_frame - i].layers: if Global.layers[layer_i][1]: # If it's visible color.a = 0.6 / i draw_texture(layer[1], location, color) layer_i += 1 # Future if Global.onion_skinning_future_rate > 0: var color : Color if Global.onion_skinning_blue_red: color = Color.red else: color = Color.white for i in range(1, Global.onion_skinning_future_rate + 1): if Global.current_frame < Global.canvases.size() - i: var layer_i := 0 for layer in Global.canvases[Global.current_frame + i].layers: if Global.layers[layer_i][1]: # If it's visible color.a = 0.6 / i draw_texture(layer[1], location, color) layer_i += 1 # Draw current frame layers for i in range(layers.size()): var modulate_color := Color(1, 1, 1, layers[i][2]) if Global.layers[i][1]: # if it's visible draw_texture(layers[i][1], location, modulate_color) if Global.tile_mode: draw_texture(layers[i][1], Vector2(location.x, location.y + size.y), modulate_color) # Down draw_texture(layers[i][1], Vector2(location.x - size.x, location.y + size.y), modulate_color) # Down Left draw_texture(layers[i][1], Vector2(location.x - size.x, location.y), modulate_color) # Left draw_texture(layers[i][1], location - size, modulate_color) # Up left draw_texture(layers[i][1], Vector2(location.x, location.y - size.y), modulate_color) # Up draw_texture(layers[i][1], Vector2(location.x + size.x, location.y - size.y), modulate_color) # Up right draw_texture(layers[i][1], Vector2(location.x + size.x, location.y), modulate_color) # Right draw_texture(layers[i][1], location + size, modulate_color) # Down right # Idea taken from flurick (on GitHub) if Global.draw_grid: if Global.grid_type == Global.Grid_Types.CARTESIAN || Global.grid_type == Global.Grid_Types.ALL: for x in range(Global.grid_width, size.x, Global.grid_width): draw_line(Vector2(x, location.y), Vector2(x, size.y), Global.grid_color, true) for y in range(Global.grid_height, size.y, Global.grid_height): draw_line(Vector2(location.x, y), Vector2(size.x, y), Global.grid_color, true) if Global.grid_type == Global.Grid_Types.ISOMETRIC || Global.grid_type == Global.Grid_Types.ALL: var prev_x := 0 var prev_y := 0 for y in range(0, size.y + 1, Global.grid_width): var yy1 = y + size.y * tan(deg2rad(26.565)) # 30 degrees if yy1 <= (size.y + 0.01): draw_line(Vector2(location.x, y), Vector2(size.x, yy1),Global.grid_color) else: var xx1 = (size.x - y) * tan(deg2rad(90 - 26.565)) # 60 degrees draw_line(Vector2(location.x, y), Vector2(xx1, size.y), Global.grid_color) for y in range(0, size.y + 1, Global.grid_height): var xx2 = y * tan(deg2rad(90 - 26.565)) # 60 degrees if xx2 <= (size.x + 0.01): draw_line(Vector2(location.x, y), Vector2(xx2, location.y), Global.grid_color) prev_y = location.y else: var distance = (xx2 - prev_x) / 2 #var yy2 = (size.y - y) * tan(deg2rad(26.565)) # 30 degrees var yy2 = prev_y + distance draw_line(Vector2(location.x, y), Vector2(size.x, yy2), Global.grid_color) prev_y = yy2 prev_x = xx2 for x in range(0, size.x, Global.grid_width * 2): if x == 0: continue var yy1 = (size.x - x) * tan(deg2rad(26.565)) # 30 degrees draw_line(Vector2(x, location.y), Vector2(size.x, yy1), Global.grid_color) for x in range(0, size.x, Global.grid_height * 2): var yy2 = (size.x - x) * tan(deg2rad(26.565)) # 30 degrees draw_line(Vector2(x, size.y), Vector2(size.x, size.y - yy2), Global.grid_color) # Draw rectangle to indicate the pixel currently being hovered on var mouse_pos := current_pixel mouse_pos = mouse_pos.floor() if Global.left_square_indicator_visible && Global.can_draw: if Global.current_left_brush_type == Global.Brush_Types.PIXEL || Global.current_left_tool == Global.Tools.LIGHTENDARKEN: if Global.current_left_tool == Global.Tools.PENCIL || Global.current_left_tool == Global.Tools.ERASER || Global.current_left_tool == Global.Tools.LIGHTENDARKEN: var start_pos_x = mouse_pos.x - (Global.left_brush_size >> 1) var start_pos_y = mouse_pos.y - (Global.left_brush_size >> 1) draw_rect(Rect2(start_pos_x, start_pos_y, Global.left_brush_size, Global.left_brush_size), Color.blue, false) elif Global.current_left_brush_type == Global.Brush_Types.CIRCLE || Global.current_left_brush_type == Global.Brush_Types.FILLED_CIRCLE: if Global.current_left_tool == Global.Tools.PENCIL || Global.current_left_tool == Global.Tools.ERASER: draw_set_transform(mouse_pos, rotation, scale) for rect in Global.left_circle_points: draw_rect(Rect2(rect, Vector2.ONE), Color.blue, false) draw_set_transform(position, rotation, scale) else: if Global.current_left_tool == Global.Tools.PENCIL || Global.current_left_tool == Global.Tools.ERASER: var custom_brush_size = Global.custom_left_brush_image.get_size() - Vector2.ONE var dst := rectangle_center(mouse_pos, custom_brush_size) draw_texture(Global.custom_left_brush_texture, dst) if Global.right_square_indicator_visible && Global.can_draw: if Global.current_right_brush_type == Global.Brush_Types.PIXEL || Global.current_right_tool == Global.Tools.LIGHTENDARKEN: if Global.current_right_tool == Global.Tools.PENCIL || Global.current_right_tool == Global.Tools.ERASER || Global.current_right_tool == Global.Tools.LIGHTENDARKEN: var start_pos_x = mouse_pos.x - (Global.right_brush_size >> 1) var start_pos_y = mouse_pos.y - (Global.right_brush_size >> 1) draw_rect(Rect2(start_pos_x, start_pos_y, Global.right_brush_size, Global.right_brush_size), Color.red, false) elif Global.current_right_brush_type == Global.Brush_Types.CIRCLE || Global.current_right_brush_type == Global.Brush_Types.FILLED_CIRCLE: if Global.current_right_tool == Global.Tools.PENCIL || Global.current_right_tool == Global.Tools.ERASER: draw_set_transform(mouse_pos, rotation, scale) for rect in Global.right_circle_points: draw_rect(Rect2(rect, Vector2.ONE), Color.red, false) draw_set_transform(position, rotation, scale) else: if Global.current_right_tool == Global.Tools.PENCIL || Global.current_right_tool == Global.Tools.ERASER: var custom_brush_size = Global.custom_right_brush_image.get_size() - Vector2.ONE var dst := rectangle_center(mouse_pos, custom_brush_size) draw_texture(Global.custom_right_brush_texture, dst) 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 event is InputEventKey: if event.scancode != KEY_SHIFT && event.scancode != KEY_CONTROL: return else: return if (Input.is_action_just_released("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_released("right_mouse") && !Input.is_action_pressed("left_mouse")): made_line = false DrawingAlgos.mouse_press_pixels.clear() DrawingAlgos.mouse_press_pressure_values.clear() DrawingAlgos.pixel_perfect_drawer.reset() DrawingAlgos.pixel_perfect_drawer_h_mirror.reset() DrawingAlgos.pixel_perfect_drawer_v_mirror.reset() DrawingAlgos.pixel_perfect_drawer_hv_mirror.reset() can_undo = true current_pixel = get_local_mouse_position() + location if Global.current_frame != frame || Global.layers[Global.current_layer][2]: previous_mouse_pos = current_pixel previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x) previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y) return if Global.has_focus: update() # Godot 3.2 and above only code if Engine.get_version_info().major == 3 && Engine.get_version_info().minor >= 2: if event is InputEventMouseMotion: pen_pressure = event.pressure # To be removed once Godot 3.2.2 is out of beta if event.pressure == 0.0: # Drawing with mouse pen_pressure = 1 # This causes problems with tablets though sprite_changed_this_frame = false var sprite : Image = layers[Global.current_layer][0] var mouse_pos := current_pixel var mouse_pos_floored := mouse_pos.floor() var mouse_pos_ceiled := mouse_pos.ceil() var current_mouse_button := "None" var current_action := -1 var current_color : Color var fill_area := 0 # For the bucket tool # For the LightenDarken tool var ld := 0 var ld_amount := 0.1 var color_picker_for := 0 var zoom_mode := 0 west_limit = location.x east_limit = location.x + size.x north_limit = location.y south_limit = location.y + size.y if Global.selected_pixels.size() != 0: west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x) east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x) north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y) south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y) if Input.is_mouse_button_pressed(BUTTON_LEFT): current_mouse_button = "left_mouse" current_action = Global.current_left_tool current_color = Global.left_color_picker.color fill_area = Global.left_fill_area ld = Global.left_ld ld_amount = Global.left_ld_amount color_picker_for = Global.left_color_picker_for zoom_mode = Global.left_zoom_mode elif Input.is_mouse_button_pressed(BUTTON_RIGHT): current_mouse_button = "right_mouse" current_action = Global.current_right_tool current_color = Global.right_color_picker.color fill_area = Global.right_fill_area ld = Global.right_ld ld_amount = Global.right_ld_amount color_picker_for = Global.right_color_picker_for zoom_mode = Global.right_zoom_mode if Global.has_focus: Global.cursor_position_label.text = "[%s×%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y] if !cursor_inside_canvas: cursor_inside_canvas = true if Global.cursor_image.get_data().get_size() != Vector2.ZERO: Input.set_custom_mouse_cursor(Global.cursor_image, 0, Vector2(15, 15)) if Global.show_left_tool_icon: Global.left_cursor.visible = true if Global.show_right_tool_icon: Global.right_cursor.visible = true else: if !Input.is_mouse_button_pressed(BUTTON_LEFT) && !Input.is_mouse_button_pressed(BUTTON_RIGHT): if mouse_inside_canvas: mouse_inside_canvas = false Global.cursor_position_label.text = "[%s×%s]" % [size.x, size.y] if cursor_inside_canvas: cursor_inside_canvas = false Global.left_cursor.visible = false Global.right_cursor.visible = false Input.set_custom_mouse_cursor(null) # Handle Undo/Redo var can_handle : bool = Global.can_draw && Global.has_focus && !made_line var mouse_pressed : bool = (Input.is_action_just_pressed("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_pressed("right_mouse") && !Input.is_action_pressed("left_mouse")) if mouse_pressed: if can_handle || is_making_line: if current_action != -1 && current_action != Global.Tools.COLORPICKER && current_action != Global.Tools.ZOOM: if current_action == Global.Tools.RECTSELECT: handle_undo("Rectangle Select") else: handle_undo("Draw") elif (Input.is_action_just_released("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_released("right_mouse") && !Input.is_action_pressed("left_mouse")): if can_handle || Global.undos == Global.undo_redo.get_version(): if previous_action != -1 && previous_action != Global.Tools.RECTSELECT && current_action != Global.Tools.COLORPICKER && current_action != Global.Tools.ZOOM: handle_redo("Draw") match current_action: # Handle current tool Global.Tools.PENCIL: pencil_and_eraser(sprite, mouse_pos, current_color, current_mouse_button, current_action) Global.Tools.ERASER: pencil_and_eraser(sprite, mouse_pos, Color(0, 0, 0, 0), current_mouse_button, current_action) Global.Tools.BUCKET: if can_handle: var fill_with := 0 var pattern_image : Image var pattern_offset : Vector2 if current_mouse_button == "left_mouse": fill_with = Global.left_fill_with pattern_image = Global.pattern_left_image pattern_offset = Global.left_fill_pattern_offset elif current_mouse_button == "right_mouse": fill_with = Global.right_fill_with pattern_image = Global.pattern_right_image pattern_offset = Global.right_fill_pattern_offset if fill_area == 0: # Paint the specific area of the same color var horizontal_mirror := false var vertical_mirror := false var mirror_x := east_limit + west_limit - mouse_pos_floored.x - 1 var mirror_y := south_limit + north_limit - mouse_pos_floored.y - 1 if current_mouse_button == "left_mouse": horizontal_mirror = Global.left_horizontal_mirror vertical_mirror = Global.left_vertical_mirror elif current_mouse_button == "right_mouse": horizontal_mirror = Global.right_horizontal_mirror vertical_mirror = Global.right_vertical_mirror if fill_with == 1 && pattern_image: # Pattern fill DrawingAlgos.pattern_fill(sprite, mouse_pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset) if horizontal_mirror: var pos := Vector2(mirror_x, mouse_pos.y) DrawingAlgos.pattern_fill(sprite, pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset) if vertical_mirror: var pos := Vector2(mouse_pos.x, mirror_y) DrawingAlgos.pattern_fill(sprite, pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset) if horizontal_mirror && vertical_mirror: var pos := Vector2(mirror_x, mirror_y) DrawingAlgos.pattern_fill(sprite, pos, pattern_image, sprite.get_pixelv(mouse_pos), pattern_offset) else: # Flood fill DrawingAlgos.flood_fill(sprite, mouse_pos, sprite.get_pixelv(mouse_pos), current_color) if horizontal_mirror: var pos := Vector2(mirror_x, mouse_pos.y) DrawingAlgos.flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color) if vertical_mirror: var pos := Vector2(mouse_pos.x, mirror_y) DrawingAlgos.flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color) if horizontal_mirror && vertical_mirror: var pos := Vector2(mirror_x, mirror_y) DrawingAlgos.flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color) else: # Paint all pixels of the same color var pixel_color : Color = sprite.get_pixelv(mouse_pos) for xx in range(west_limit, east_limit): for yy in range(north_limit, south_limit): var c : Color = sprite.get_pixel(xx, yy) if c == pixel_color: if fill_with == 1 && pattern_image: # Pattern fill pattern_image.lock() var pattern_size := pattern_image.get_size() var xxx : int = int(xx + pattern_offset.x) % int(pattern_size.x) var yyy : int = int(yy + pattern_offset.y) % int(pattern_size.y) var pattern_color : Color = pattern_image.get_pixel(xxx, yyy) sprite.set_pixel(xx, yy, pattern_color) pattern_image.unlock() else: sprite.set_pixel(xx, yy, current_color) sprite_changed_this_frame = true Global.Tools.LIGHTENDARKEN: if can_handle: var pixel_color : Color = sprite.get_pixelv(mouse_pos) var color_changed : Color if ld == 0: # Lighten color_changed = pixel_color.lightened(ld_amount) else: # Darken color_changed = pixel_color.darkened(ld_amount) pencil_and_eraser(sprite, mouse_pos, color_changed, current_mouse_button, current_action) Global.Tools.RECTSELECT: # Check SelectionRectangle.gd for more code on Rectangle Selection if Global.can_draw && Global.has_focus: # If we're creating a new selection if Global.selected_pixels.size() == 0 || !point_in_rectangle(mouse_pos_floored, Global.selection_rectangle.polygon[0] - Vector2.ONE, Global.selection_rectangle.polygon[2]): if Input.is_action_just_pressed(current_mouse_button): Global.selection_rectangle.polygon[0] = mouse_pos_floored Global.selection_rectangle.polygon[1] = mouse_pos_floored Global.selection_rectangle.polygon[2] = mouse_pos_floored Global.selection_rectangle.polygon[3] = mouse_pos_floored is_making_selection = current_mouse_button Global.selected_pixels.clear() else: if is_making_selection != "None": # If we're making a new selection... var start_pos = Global.selection_rectangle.polygon[0] if start_pos != mouse_pos_floored: var end_pos := Vector2(mouse_pos_ceiled.x, mouse_pos_ceiled.y) if mouse_pos.x < start_pos.x: end_pos.x = mouse_pos_ceiled.x - 1 if mouse_pos.y < start_pos.y: end_pos.y = mouse_pos_ceiled.y - 1 Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y) Global.selection_rectangle.polygon[2] = end_pos Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y) Global.Tools.COLORPICKER: if can_handle: var image_data := Image.new() image_data.copy_from(sprite) image_data.lock() var pixel_color : Color = image_data.get_pixelv(mouse_pos) if color_picker_for == 0: # Pick for the left color Global.left_color_picker.color = pixel_color Global.update_left_custom_brush() elif color_picker_for == 1: # Pick for the left color Global.right_color_picker.color = pixel_color Global.update_right_custom_brush() Global.Tools.ZOOM: if can_handle: if zoom_mode == 0: Global.camera.zoom_camera(-1) else: Global.camera.zoom_camera(1) if Global.can_draw && Global.has_focus && Input.is_action_just_pressed("shift") && (["Pencil", "Eraser", "LightenDarken"].has(Global.current_left_tool) || ["Pencil", "Eraser", "LightenDarken"].has(Global.current_right_tool)): is_making_line = true line_2d.set_point_position(0, previous_mouse_pos_for_lines) elif Input.is_action_just_released("shift"): is_making_line = false line_2d.set_point_position(1, line_2d.points[0]) if is_making_line: var point0 : Vector2 = line_2d.points[0] var angle := stepify(rad2deg(mouse_pos.angle_to_point(point0)), 0.01) if Input.is_action_pressed("ctrl"): angle = round(angle / 15) * 15 var distance : float = point0.distance_to(mouse_pos) line_2d.set_point_position(1, point0 + Vector2.RIGHT.rotated(deg2rad(angle)) * distance) else: line_2d.set_point_position(1, mouse_pos) if angle < 0: angle = 360 + angle Global.cursor_position_label.text += " %s°" % str(angle) if is_making_selection != "None": # If we're making a selection if Input.is_action_just_released(is_making_selection): # Finish selection when button is released var start_pos = Global.selection_rectangle.polygon[0] var end_pos = Global.selection_rectangle.polygon[2] if start_pos.x > end_pos.x: var temp = end_pos.x end_pos.x = start_pos.x start_pos.x = temp if start_pos.y > end_pos.y: var temp = end_pos.y end_pos.y = start_pos.y start_pos.y = temp Global.selection_rectangle.polygon[0] = start_pos Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y) Global.selection_rectangle.polygon[2] = end_pos Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y) 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)) is_making_selection = "None" handle_redo("Rectangle Select") previous_action = current_action previous_mouse_pos = current_pixel if sprite_changed_this_frame: update_texture(Global.current_layer) func camera_zoom() -> void: # Set camera zoom based on the sprite size var bigger_canvas_axis = max(size.x, size.y) var zoom_max := Vector2(bigger_canvas_axis, bigger_canvas_axis) * 0.01 if zoom_max > Vector2.ONE: Global.camera.zoom_max = zoom_max Global.camera2.zoom_max = zoom_max Global.camera_preview.zoom_max = zoom_max else: Global.camera.zoom_max = Vector2.ONE Global.camera2.zoom_max = Vector2.ONE Global.camera_preview.zoom_max = Vector2.ONE Global.camera.fit_to_frame(size) Global.camera2.fit_to_frame(size) Global.camera_preview.fit_to_frame(size) Global.transparent_checker._ready() # To update the rect size func handle_undo(action : String) -> void: if !can_undo: return var canvases := [] var layer_index := -1 if Global.animation_timer.is_stopped(): # if we're not animating, store only the current canvas canvases = [self] layer_index = Global.current_layer else: # If we're animating, store all canvases canvases = Global.canvases Global.undos += 1 Global.undo_redo.create_action(action) for c in canvases: # I'm not sure why I have to unlock it, but... # ...if I don't, it doesn't work properly c.layers[Global.current_layer][0].unlock() var data = c.layers[Global.current_layer][0].data c.layers[Global.current_layer][0].lock() Global.undo_redo.add_undo_property(c.layers[Global.current_layer][0], "data", data) if action == "Rectangle Select": var selected_pixels = Global.selected_pixels.duplicate() Global.undo_redo.add_undo_property(Global.selection_rectangle, "polygon", Global.selection_rectangle.polygon) Global.undo_redo.add_undo_property(Global, "selected_pixels", selected_pixels) Global.undo_redo.add_undo_method(Global, "undo", canvases, layer_index) can_undo = false func handle_redo(action : String) -> void: can_undo = true if Global.undos < Global.undo_redo.get_version(): return var canvases := [] var layer_index := -1 if Global.animation_timer.is_stopped(): canvases = [self] layer_index = Global.current_layer else: canvases = Global.canvases for c in canvases: Global.undo_redo.add_do_property(c.layers[Global.current_layer][0], "data", c.layers[Global.current_layer][0].data) if action == "Rectangle Select": Global.undo_redo.add_do_property(Global.selection_rectangle, "polygon", Global.selection_rectangle.polygon) Global.undo_redo.add_do_property(Global, "selected_pixels", Global.selected_pixels) Global.undo_redo.add_do_method(Global, "redo", canvases, layer_index) Global.undo_redo.commit_action() func update_texture(layer_index : int) -> void: layers[layer_index][1].create_from_image(layers[layer_index][0], 0) var frame_texture_rect : TextureRect frame_texture_rect = Global.find_node_by_name(Global.layers[layer_index][3].get_child(frame), "CelTexture") frame_texture_rect.texture = layers[layer_index][1] func pencil_and_eraser(sprite : Image, mouse_pos : Vector2, color : Color, current_mouse_button : String, current_action := -1) -> void: if made_line: return if is_making_line: DrawingAlgos.fill_gaps(sprite, line_2d.points[1], previous_mouse_pos_for_lines, color, current_mouse_button, pen_pressure, current_action) DrawingAlgos.draw_brush(sprite, line_2d.points[1], color, current_mouse_button, pen_pressure, current_action) made_line = true else: # Draw DrawingAlgos.draw_brush(sprite, mouse_pos, color, current_mouse_button, pen_pressure, current_action) DrawingAlgos.fill_gaps(sprite, mouse_pos, previous_mouse_pos, color, current_mouse_button, pen_pressure, current_action) # Fill the gaps # Checks if a point is inside a rectangle 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 # Returns the position in the middle of a rectangle func rectangle_center(rect_position : Vector2, rect_size : Vector2) -> Vector2: return (rect_position - rect_size / 2).floor()