extends ImageEffect var live_preview: bool = true var confirmed := false var shader: Shader = preload("res://src/Shaders/Rotation.shader") onready var type_option_button: OptionButton = $VBoxContainer/HBoxContainer2/TypeOptionButton onready var angle_hslider: HSlider = $VBoxContainer/AngleOptions/AngleHSlider onready var angle_spinbox: SpinBox = $VBoxContainer/AngleOptions/AngleSpinBox onready var wait_apply_timer = $WaitApply onready var wait_time_spinbox = $VBoxContainer/WaitSettings/WaitTime func _ready() -> void: type_option_button.add_item("Rotxel") type_option_button.add_item("Upscale, Rotate and Downscale") type_option_button.add_item("Nearest neighbour") type_option_button.add_item("Nearest neighbour (Shader)") func set_nodes() -> void: preview = $VBoxContainer/AspectRatioContainer/Preview selection_checkbox = $VBoxContainer/OptionsContainer/SelectionCheckBox affect_option_button = $VBoxContainer/OptionsContainer/AffectOptionButton func _about_to_show() -> void: confirmed = false ._about_to_show() wait_apply_timer.wait_time = wait_time_spinbox.value / 1000.0 angle_hslider.value = 0 func commit_action(_cel: Image, _project: Project = Global.current_project) -> void: var angle: float = deg2rad(angle_hslider.value) # warning-ignore:integer_division # warning-ignore:integer_division var pivot = Vector2(_cel.get_width() / 2, _cel.get_height() / 2) # Pivot correction in case of even size if type_option_button.text != "Nearest neighbour (Shader)": if _cel.get_width() % 2 == 0: pivot.x -= 0.5 if _cel.get_height() % 2 == 0: pivot.y -= 0.5 var selection_size := _cel.get_size() var selection_tex := ImageTexture.new() var image := Image.new() image.copy_from(_cel) if _project.has_selection and selection_checkbox.pressed: var selection_rectangle: Rect2 = _project.get_selection_rectangle() pivot = ( selection_rectangle.position + ((selection_rectangle.end - selection_rectangle.position) / 2) ) selection_size = selection_rectangle.size var selection: Image = _project.bitmap_to_image(_project.selection_bitmap) selection_tex.create_from_image(selection, 0) if type_option_button.text != "Nearest neighbour (Shader)": # Pivot correction in case of even size if int(selection_rectangle.end.x - selection_rectangle.position.x) % 2 == 0: pivot.x -= 0.5 if int(selection_rectangle.end.y - selection_rectangle.position.y) % 2 == 0: pivot.y -= 0.5 image.lock() _cel.lock() for x in _project.size.x: for y in _project.size.y: var pos := Vector2(x, y) if !_project.can_pixel_get_drawn(pos): image.set_pixelv(pos, Color(0, 0, 0, 0)) else: _cel.set_pixelv(pos, Color(0, 0, 0, 0)) image.unlock() _cel.unlock() match type_option_button.text: "Rotxel": DrawingAlgos.rotxel(image, angle, pivot) "Nearest neighbour": DrawingAlgos.nn_rotate(image, angle, pivot) "Upscale, Rotate and Downscale": DrawingAlgos.fake_rotsprite(image, angle, pivot) "Nearest neighbour (Shader)": if !confirmed: preview.material.set_shader_param("angle", angle) preview.material.set_shader_param("selection_tex", selection_tex) preview.material.set_shader_param("selection_pivot", pivot) preview.material.set_shader_param("selection_size", selection_size) else: var params = { "angle": angle, "selection_tex": selection_tex, "selection_pivot": pivot, "selection_size": selection_size } var gen := ShaderImageEffect.new() gen.generate_image(_cel, shader, params, _project.size) yield(gen, "done") if _project.has_selection and selection_checkbox.pressed: _cel.blend_rect(image, Rect2(Vector2.ZERO, image.get_size()), Vector2.ZERO) else: _cel.blit_rect(image, Rect2(Vector2.ZERO, image.get_size()), Vector2.ZERO) func _confirmed() -> void: confirmed = true ._confirmed() angle_hslider.value = 0 func _on_HSlider_value_changed(_value: float) -> void: angle_spinbox.value = angle_hslider.value if live_preview: update_preview() else: wait_apply_timer.start() func _on_SpinBox_value_changed(_value: float) -> void: angle_hslider.value = angle_spinbox.value func _on_TypeOptionButton_item_selected(_id: int) -> void: if type_option_button.text == "Nearest neighbour (Shader)": var sm = ShaderMaterial.new() sm.shader = shader preview.set_material(sm) else: preview.set_material(null) update_preview() func _on_WaitApply_timeout() -> void: update_preview() func _on_WaitTime_value_changed(value: float) -> void: wait_apply_timer.wait_time = value / 1000.0 func _on_LiveCheckbox_toggled(button_pressed: bool) -> void: live_preview = button_pressed wait_time_spinbox.editable = !live_preview wait_time_spinbox.get_parent().visible = !live_preview