class_name ImageEffect extends ConfirmationDialog ## Parent class for all image effects ## Methods that have "pass" are meant to be replaced by the inherited scripts enum { SELECTED_CELS, FRAME, ALL_FRAMES, ALL_PROJECTS } var affect: int = SELECTED_CELS var selected_cels: Image var current_frame: Image var preview_image := Image.new() var preview_texture := ImageTexture.new() var preview: TextureRect var selection_checkbox: CheckBox var affect_option_button: OptionButton var animate_panel: AnimatePanel var commit_idx := -1 ## The current frame the image effect is being applied to var has_been_confirmed := false var _preview_idx := 0 ## The current frame being previewed func _ready() -> void: set_nodes() get_ok_button().size_flags_horizontal = Control.SIZE_EXPAND_FILL get_cancel_button().size_flags_horizontal = Control.SIZE_EXPAND_FILL current_frame = Image.create( Global.current_project.size.x, Global.current_project.size.y, false, Image.FORMAT_RGBA8 ) selected_cels = Image.create( Global.current_project.size.x, Global.current_project.size.y, false, Image.FORMAT_RGBA8 ) about_to_popup.connect(_about_to_popup) visibility_changed.connect(_visibility_changed) confirmed.connect(_confirmed) if selection_checkbox: selection_checkbox.toggled.connect(_on_SelectionCheckBox_toggled) if affect_option_button: affect_option_button.item_selected.connect(_on_AffectOptionButton_item_selected) if animate_panel: $"%ShowAnimate".pressed.connect(display_animate_dialog) func _about_to_popup() -> void: has_been_confirmed = false Global.canvas.selection.transform_content_confirm() prepare_animator(Global.current_project) set_and_update_preview_image(Global.current_project.current_frame) update_transparent_background_size() # prepares "animate_panel.frames" according to affect func prepare_animator(project: Project) -> void: var frames: PackedInt32Array = [] if affect == SELECTED_CELS: for frame_layer in project.selected_cels: if not frame_layer[0] in frames: frames.append(frame_layer[0]) frames.sort() # To always start animating from left side of the timeline animate_panel.frames = frames elif affect == FRAME: frames.append(project.current_frame) animate_panel.frames = frames elif (affect == ALL_FRAMES) or (affect == ALL_PROJECTS): for i in project.frames.size(): frames.append(i) animate_panel.frames = frames func _confirmed() -> void: has_been_confirmed = true commit_idx = -1 var project := Global.current_project if affect == SELECTED_CELS: prepare_animator(project) var undo_data := _get_undo_data(project) for cel_index in project.selected_cels: if !project.layers[cel_index[1]].can_layer_get_drawn(): continue var cel := project.frames[cel_index[0]].cels[cel_index[1]] if not cel is PixelCel: continue commit_idx = cel_index[0] # frame is cel_index[0] in this mode commit_action(cel.image) _commit_undo("Draw", undo_data, project) elif affect == FRAME: prepare_animator(project) var undo_data := _get_undo_data(project) var i := 0 commit_idx = project.current_frame for cel in project.frames[project.current_frame].cels: if not cel is PixelCel: i += 1 continue if project.layers[i].can_layer_get_drawn(): commit_action(cel.image) i += 1 _commit_undo("Draw", undo_data, project) elif affect == ALL_FRAMES: prepare_animator(project) var undo_data := _get_undo_data(project) for frame in project.frames: var i := 0 commit_idx += 1 # frames are simply increasing by 1 in this mode for cel in frame.cels: if not cel is PixelCel: i += 1 continue if project.layers[i].can_layer_get_drawn(): commit_action(cel.image) i += 1 _commit_undo("Draw", undo_data, project) elif affect == ALL_PROJECTS: for _project in Global.projects: prepare_animator(_project) commit_idx = -1 var undo_data := _get_undo_data(_project) for frame in _project.frames: var i := 0 commit_idx += 1 # frames are simply increasing by 1 in this mode for cel in frame.cels: if not cel is PixelCel: i += 1 continue if _project.layers[i].can_layer_get_drawn(): commit_action(cel.image, _project) i += 1 _commit_undo("Draw", undo_data, _project) func commit_action(_cel: Image, _project := Global.current_project) -> void: pass func set_nodes() -> void: preview = $VBoxContainer/AspectRatioContainer/Preview selection_checkbox = $VBoxContainer/OptionsContainer/SelectionCheckBox affect_option_button = $VBoxContainer/OptionsContainer/AffectOptionButton animate_panel = $"%AnimatePanel" animate_panel.image_effect_node = self func display_animate_dialog(): var animate_dialog: Popup = animate_panel.get_parent() var pos := Vector2(position.x + size.x, position.y) var animate_dialog_rect := Rect2(pos, Vector2(animate_dialog.size.x, size.y)) animate_dialog.popup(animate_dialog_rect) animate_panel.re_calibrate_preview_slider() func _commit_undo(action: String, undo_data: Dictionary, project: Project) -> void: var redo_data := _get_undo_data(project) project.undos += 1 project.undo_redo.create_action(action) for image in redo_data: project.undo_redo.add_do_property(image, "data", redo_data[image]) for image in undo_data: project.undo_redo.add_undo_property(image, "data", undo_data[image]) project.undo_redo.add_do_method(Global.undo_or_redo.bind(false, -1, -1, project)) project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true, -1, -1, project)) project.undo_redo.commit_action() func _get_undo_data(project: Project) -> Dictionary: var data := {} var images := _get_selected_draw_images(project) for image in images: data[image] = image.data return data func _get_selected_draw_images(project: Project) -> Array[Image]: var images: Array[Image] = [] if affect == SELECTED_CELS: for cel_index in project.selected_cels: var cel: BaseCel = project.frames[cel_index[0]].cels[cel_index[1]] if cel is PixelCel: images.append(cel.get_image()) else: for frame in project.frames: for cel in frame.cels: if cel is PixelCel: images.append(cel.get_image()) return images func _on_SelectionCheckBox_toggled(_button_pressed: bool) -> void: update_preview() func _on_AffectOptionButton_item_selected(index: int) -> void: affect = index $"%ShowAnimate".visible = bool(affect != FRAME and animate_panel.properties.size() != 0) prepare_animator(Global.current_project) # for use in preview animate_panel.re_calibrate_preview_slider() update_preview() func set_and_update_preview_image(frame_idx: int) -> void: _preview_idx = frame_idx var frame := Global.current_project.frames[frame_idx] selected_cels.resize(Global.current_project.size.x, Global.current_project.size.y) selected_cels.fill(Color(0, 0, 0, 0)) Export.blend_selected_cels(selected_cels, frame) current_frame.resize(Global.current_project.size.x, Global.current_project.size.y) current_frame.fill(Color(0, 0, 0, 0)) Export.blend_all_layers(current_frame, frame) update_preview() func update_preview() -> void: match affect: SELECTED_CELS: preview_image.copy_from(selected_cels) _: preview_image.copy_from(current_frame) commit_idx = _preview_idx commit_action(preview_image) preview_texture = ImageTexture.create_from_image(preview_image) preview.texture = preview_texture func update_transparent_background_size() -> void: if !preview: return var image_size_y := preview.size.y var image_size_x := preview.size.x if preview_image.get_size().x > preview_image.get_size().y: var scale_ratio := preview_image.get_size().x / image_size_x image_size_y = preview_image.get_size().y / scale_ratio else: var scale_ratio := preview_image.get_size().y / image_size_y image_size_x = preview_image.get_size().x / scale_ratio preview.get_node("TransparentChecker").size.x = image_size_x preview.get_node("TransparentChecker").size.y = image_size_y func _visibility_changed() -> void: Global.dialog_open(false)