extends SelectionTool var _last_position := Vector2.INF var _draw_points := [] var _ready_to_apply := false func _input(event: InputEvent) -> void: ._input(event) if _move: return if event is InputEventMouseMotion: _last_position = Global.canvas.current_pixel.floor() elif event is InputEventMouseButton: if event.doubleclick and event.button_index == tool_slot.button and _draw_points: $DoubleClickTimer.start() append_gap(_draw_points[-1], _draw_points[0], _draw_points) _ready_to_apply = true apply_selection(Vector2.ZERO) # Argument doesn't matter elif event is InputEventKey: if event.is_action_pressed("escape") and _ongoing_selection: _ongoing_selection = false _draw_points.clear() _ready_to_apply = false Global.canvas.previews.update() func draw_start(position: Vector2) -> void: if !$DoubleClickTimer.is_stopped(): return .draw_start(position) if !_move and !_draw_points: _ongoing_selection = true _draw_points.append(position) _last_position = position func draw_move(position: Vector2) -> void: if selection_node.arrow_key_move: return .draw_move(position) func draw_end(position: Vector2) -> void: if selection_node.arrow_key_move: return if !_move and _draw_points: append_gap(_draw_points[-1], position, _draw_points) if position == _draw_points[0] and _draw_points.size() > 1: _ready_to_apply = true .draw_end(position) func draw_preview() -> void: if _ongoing_selection and !_move: var canvas: Node2D = Global.canvas.previews var position := canvas.position var scale := canvas.scale if Global.mirror_view: position.x = position.x + Global.current_project.size.x scale.x = -1 var preview_draw_points := _draw_points.duplicate() append_gap(_draw_points[-1], _last_position, preview_draw_points) canvas.draw_set_transform(position, canvas.rotation, scale) var indicator := _fill_bitmap_with_points(preview_draw_points, Global.current_project.size) for line in _create_polylines(indicator): canvas.draw_polyline(PoolVector2Array(line), Color.black) var circle_radius: Vector2 = Global.camera.zoom * 10 circle_radius.x = clamp(circle_radius.x, 2, circle_radius.x) circle_radius.y = clamp(circle_radius.y, 2, circle_radius.y) if _last_position == _draw_points[0] and _draw_points.size() > 1: draw_empty_circle( canvas, _draw_points[0] + Vector2.ONE * 0.5, circle_radius, Color.black ) # Handle mirroring if tool_slot.horizontal_mirror: for line in _create_polylines( _fill_bitmap_with_points( mirror_array(preview_draw_points, true, false), Global.current_project.size ) ): canvas.draw_polyline(PoolVector2Array(line), Color.black) if tool_slot.vertical_mirror: for line in _create_polylines( _fill_bitmap_with_points( mirror_array(preview_draw_points, true, true), Global.current_project.size ) ): canvas.draw_polyline(PoolVector2Array(line), Color.black) if tool_slot.vertical_mirror: for line in _create_polylines( _fill_bitmap_with_points( mirror_array(preview_draw_points, false, true), Global.current_project.size ) ): canvas.draw_polyline(PoolVector2Array(line), Color.black) canvas.draw_set_transform(canvas.position, canvas.rotation, canvas.scale) func apply_selection(_position) -> void: if !_ready_to_apply: return var project: Project = Global.current_project var cleared := false if !_add and !_subtract and !_intersect: cleared = true Global.canvas.selection.clear_selection() if _draw_points.size() > 3: var selection_bitmap_copy: BitMap = project.selection_bitmap.duplicate() var bitmap_size: Vector2 = selection_bitmap_copy.get_size() if _intersect: selection_bitmap_copy.set_bit_rect(Rect2(Vector2.ZERO, bitmap_size), false) lasso_selection(selection_bitmap_copy, _draw_points) # Handle mirroring if tool_slot.horizontal_mirror: lasso_selection(selection_bitmap_copy, mirror_array(_draw_points, true, false)) if tool_slot.vertical_mirror: lasso_selection(selection_bitmap_copy, mirror_array(_draw_points, true, true)) if tool_slot.vertical_mirror: lasso_selection(selection_bitmap_copy, mirror_array(_draw_points, false, true)) project.selection_bitmap = selection_bitmap_copy Global.canvas.selection.big_bounding_rectangle = project.get_selection_rectangle( project.selection_bitmap ) else: if !cleared: Global.canvas.selection.clear_selection() Global.canvas.selection.commit_undo("Select", undo_data) _ongoing_selection = false _draw_points.clear() _ready_to_apply = false Global.canvas.previews.update() func lasso_selection(bitmap: BitMap, points: PoolVector2Array) -> void: var project: Project = Global.current_project var size := bitmap.get_size() for point in points: if point.x < 0 or point.y < 0 or point.x >= size.x or point.y >= size.y: continue if _intersect: if project.selection_bitmap.get_bit(point): bitmap.set_bit(point, true) else: bitmap.set_bit(point, !_subtract) var v := Vector2() var image_size: Vector2 = project.size for x in image_size.x: v.x = x for y in image_size.y: v.y = y if Geometry.is_point_in_polygon(v, points): if _intersect: if project.selection_bitmap.get_bit(v): bitmap.set_bit(v, true) else: bitmap.set_bit(v, !_subtract) # Bresenham's Algorithm # Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency func append_gap(start: Vector2, end: Vector2, array: Array) -> void: var dx := int(abs(end.x - start.x)) var dy := int(-abs(end.y - start.y)) var err := dx + dy var e2 := err << 1 var sx = 1 if start.x < end.x else -1 var sy = 1 if start.y < end.y else -1 var x = start.x var y = start.y while !(x == end.x && y == end.y): e2 = err << 1 if e2 >= dy: err += dy x += sx if e2 <= dx: err += dx y += sy array.append(Vector2(x, y)) func _fill_bitmap_with_points(points: Array, size: Vector2) -> BitMap: var bitmap := BitMap.new() bitmap.create(size) for point in points: if point.x < 0 or point.y < 0 or point.x >= size.x or point.y >= size.y: continue bitmap.set_bit(point, 1) return bitmap func mirror_array(array: Array, h: bool, v: bool) -> Array: var new_array := [] var project: Project = Global.current_project for point in array: if h and v: new_array.append( Vector2(project.x_symmetry_point - point.x, project.y_symmetry_point - point.y) ) elif h: new_array.append(Vector2(project.x_symmetry_point - point.x, point.y)) elif v: new_array.append(Vector2(point.x, project.y_symmetry_point - point.y)) return new_array # Thanks to # https://www.reddit.com/r/godot/comments/3ktq39/drawing_empty_circles_and_curves/cv0f4eo/ func draw_empty_circle( canvas: CanvasItem, circle_center: Vector2, circle_radius: Vector2, color: Color ) -> void: var draw_counter := 1 var line_origin := Vector2() var line_end := Vector2() line_origin = circle_radius + circle_center while draw_counter <= 360: line_end = circle_radius.rotated(deg2rad(draw_counter)) + circle_center canvas.draw_line(line_origin, line_end, color) draw_counter += 1 line_origin = line_end line_end = circle_radius.rotated(deg2rad(360)) + circle_center canvas.draw_line(line_origin, line_end, color)