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 setget frame_changed 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 := "None" 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 mouse_press_pixels := [] # Cleared after mouse release var mouse_press_pressure_values := [] # Cleared after mouse release 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() for i in range(Global.layers.size()): print(i) 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, Layer Name, Opacity] layers.append([sprite, tex, 1]) var frame_button = load("res://Prefabs/FrameButton.tscn").instance() frame_button.frame = frame frame_button.layer = i frame_button.pressed = true #frame_button.get_node("FrameID").text = str(frame + 1) #frame_button.get_node("FrameID").add_color_override("font_color", Color("#3c5d75")) Global.layers[i][2].add_child(frame_button) # 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: draw_texture_rect(Global.transparent_background, Rect2(location, size), true) #Draw transparent background # 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: for layer in Global.canvases[Global.current_frame - i].layers: color.a = 0.6/i draw_texture(layer[1], location, color) # 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: for layer in Global.canvases[Global.current_frame + i].layers: color.a = 0.6/i draw_texture(layer[1], location, color) # 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: for x in range(0, size.x, Global.grid_width): draw_line(Vector2(x, location.y), Vector2(x, size.y), Global.grid_color, true) for y in range(0, size.y, Global.grid_height): draw_line(Vector2(location.x, y), Vector2(size.x, y), Global.grid_color, true) # Draw rectangle to indicate the pixel currently being hovered on var mouse_pos := current_pixel if point_in_rectangle(mouse_pos, location, location + size): 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 == "LightenDarken": if Global.current_left_tool == "Pencil" || Global.current_left_tool == "Eraser" || Global.current_left_tool == "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 == "Pencil" || Global.current_left_tool == "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 == "Pencil" || Global.current_left_tool == "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 == "LightenDarken": if Global.current_right_tool == "Pencil" || Global.current_right_tool == "Eraser" || Global.current_right_tool == "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 == "Pencil" || Global.current_right_tool == "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 == "Pencil" || Global.current_right_tool == "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 mouse_press_pixels.clear() mouse_press_pressure_values.clear() can_undo = true current_pixel = get_local_mouse_position() + location if Global.current_frame != frame: 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 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 mouse_in_canvas := point_in_rectangle(mouse_pos, location, location + size) var current_mouse_button := "None" var current_action := "None" 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 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 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 if mouse_in_canvas && 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 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 = mouse_in_canvas && 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 we're already pressing a mouse button and we haven't handled undo yet,... #. .. it means that the cursor was outside the canvas. Then, ... # simulate "just pressed" logic the moment the cursor gets inside the canvas # Or, if we're making a line. This is used for handling undo/redo for lines... # ...that go outside the canvas if Input.is_action_pressed("left_mouse") || Input.is_action_pressed("right_mouse"): if (mouse_in_canvas && Global.undos < Global.undo_redo.get_version()) || is_making_line: mouse_pressed = true if mouse_pressed: if can_handle || is_making_line: if current_action != "None" && current_action != "ColorPicker": if current_action == "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 != "None" && previous_action != "RectSelect" && current_action != "ColorPicker": handle_redo("Draw") match current_action: # Handle current tool "Pencil": pencil_and_eraser(sprite, mouse_pos, current_color, current_mouse_button, current_action) "Eraser": pencil_and_eraser(sprite, mouse_pos, Color(0, 0, 0, 0), current_mouse_button, current_action) "Bucket": if can_handle: 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 flood_fill(sprite, mouse_pos, sprite.get_pixelv(mouse_pos), current_color) if horizontal_mirror: var pos := Vector2(mirror_x, mouse_pos.y) flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color) if vertical_mirror: var pos := Vector2(mouse_pos.x, mirror_y) flood_fill(sprite, pos, sprite.get_pixelv(pos), current_color) if horizontal_mirror && vertical_mirror: var pos := Vector2(mirror_x, mirror_y) 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: sprite.set_pixel(xx, yy, current_color) sprite_changed_this_frame = true "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) "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) "ColorPicker": if can_handle: var pixel_color : Color = sprite.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() 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 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) if sprite_changed_this_frame: update_texture(Global.current_layer, (Input.is_action_just_released("left_mouse") || Input.is_action_just_released("right_mouse"))) func camera_zoom() -> void: # Set camera zoom based on the sprite size var bigger = max(size.x, size.y) var zoom_max := Vector2(bigger, bigger) * 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.zoom = Vector2(bigger, bigger) * 0.002 Global.camera2.zoom = Vector2(bigger, bigger) * 0.002 Global.camera_preview.zoom = Vector2(bigger, bigger) * 0.007 Global.zoom_level_label.text = str(round(100 / Global.camera.zoom.x)) + " %" # Set camera offset to the center of canvas Global.camera.offset = size / 2 Global.camera2.offset = size / 2 Global.camera_preview.offset = size / 2 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[c.current_layer_index][0].unlock() var data = c.layers[c.current_layer_index][0].data c.layers[c.current_layer_index][0].lock() Global.undo_redo.add_undo_property(c.layers[c.current_layer_index][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 = current_layer_index else: canvases = Global.canvases for c in canvases: Global.undo_redo.add_do_property(c.layers[c.current_layer_index][0], "data", c.layers[c.current_layer_index][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, update_frame_tex := true) -> void: layers[layer_index][1].create_from_image(layers[layer_index][0], 0) # var layer_container := get_layer_container(layer_index) # if layer_container: # layer_container.get_child(1).get_child(0).texture = layers[layer_index][1] var frame_texture_rect : TextureRect frame_texture_rect = Global.find_node_by_name(Global.layers[layer_index][2].get_child(frame),"FrameTexture") frame_texture_rect.texture = layers[layer_index][1] # if update_frame_tex: # # This code is used to update the texture in the animation timeline frame button # # but blend_rect causes major performance issues on large images # var whole_image := Image.new() # whole_image.create(size.x, size.y, false, Image.FORMAT_RGBA8) # for layer in layers: # whole_image.blend_rect(layer[0], Rect2(position, size), Vector2.ZERO) # layer[0].lock() # var whole_image_texture := ImageTexture.new() # whole_image_texture.create_from_image(whole_image, 0) # frame_texture_rect.texture = whole_image_texture func frame_changed(value : int) -> void: frame = value # if frame_button: # frame_button.get_node("FrameButton").frame = frame # frame_button.get_node("FrameID").text = str(frame + 1) func get_layer_container(layer_index : int) -> LayerContainer: for container in Global.vbox_layer_container.get_children(): if container is LayerContainer && container.i == layer_index: return container return null func generate_layer_panels() -> void: return for child in Global.layers_container.get_children(): if child is LayerContainer: child.queue_free() current_layer_index = layers.size() - 1 if layers.size() == 1: Global.remove_layer_button.disabled = true Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN else: Global.remove_layer_button.disabled = false Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND for i in range(layers.size() -1, -1, -1): var layer_container = load("res://Prefabs/LayerContainer.tscn").instance() # if !layers[i][2]: # layers[i][2] = tr("Layer") + " %s" % i layer_container.i = i layer_container.get_child(0).get_child(1).text = layers[i][2] layer_container.get_child(0).get_child(2).text = layers[i][2] Global.layer_and_frame_container.add_child(layer_container) func pencil_and_eraser(sprite : Image, mouse_pos : Vector2, color : Color, current_mouse_button : String, current_action := "None") -> void: if made_line: return if is_making_line: fill_gaps(sprite, line_2d.points[1], previous_mouse_pos_for_lines, color, current_mouse_button, current_action) draw_brush(sprite, line_2d.points[1], color, current_mouse_button, current_action) made_line = true else: if point_in_rectangle(mouse_pos, location, location + size): mouse_inside_canvas = true # Draw draw_brush(sprite, mouse_pos, color, current_mouse_button, current_action) fill_gaps(sprite, mouse_pos, previous_mouse_pos, color, current_mouse_button, current_action) # Fill the gaps # If mouse is not inside bounds but it used to be, fill the gaps elif point_in_rectangle(previous_mouse_pos, location, location + size): fill_gaps(sprite, mouse_pos, previous_mouse_pos, color, current_mouse_button, current_action) func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : String, current_action := "None") -> void: if Global.can_draw && Global.has_focus: var brush_size := 1 var brush_type = Global.Brush_Types.PIXEL var brush_index := -1 var custom_brush_image : Image var horizontal_mirror := false var vertical_mirror := false var ld := 0 var ld_amount := 0.1 if Global.pressure_sensitivity_mode == Global.Pressure_Sensitivity.ALPHA: if current_action == "Pencil": color.a *= pen_pressure elif current_action == "Eraser": # This is not working color.a *= (1.0 - pen_pressure) if current_mouse_button == "left_mouse": brush_size = Global.left_brush_size brush_type = Global.current_left_brush_type brush_index = Global.custom_left_brush_index if brush_type != Global.Brush_Types.RANDOM_FILE: custom_brush_image = Global.custom_left_brush_image else: # Handle random brush var brush_button = Global.file_brush_container.get_child(brush_index + 3) var random_index = randi() % brush_button.random_brushes.size() custom_brush_image = Image.new() custom_brush_image.copy_from(brush_button.random_brushes[random_index]) var custom_brush_size = custom_brush_image.get_size() custom_brush_image.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST) custom_brush_image = Global.blend_image_with_color(custom_brush_image, color, Global.left_interpolate_spinbox.value / 100) custom_brush_image.lock() horizontal_mirror = Global.left_horizontal_mirror vertical_mirror = Global.left_vertical_mirror ld = Global.left_ld ld_amount = Global.left_ld_amount elif current_mouse_button == "right_mouse": brush_size = Global.right_brush_size brush_type = Global.current_right_brush_type brush_index = Global.custom_right_brush_index if brush_type != Global.Brush_Types.RANDOM_FILE: custom_brush_image = Global.custom_right_brush_image else: # Handle random brush var brush_button = Global.file_brush_container.get_child(brush_index + 3) var random_index = randi() % brush_button.random_brushes.size() custom_brush_image = Image.new() custom_brush_image.copy_from(brush_button.random_brushes[random_index]) var custom_brush_size = custom_brush_image.get_size() custom_brush_image.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST) custom_brush_image = Global.blend_image_with_color(custom_brush_image, color, Global.right_interpolate_spinbox.value / 100) custom_brush_image.lock() horizontal_mirror = Global.right_horizontal_mirror vertical_mirror = Global.right_vertical_mirror ld = Global.right_ld ld_amount = Global.right_ld_amount var start_pos_x var start_pos_y var end_pos_x var end_pos_y if brush_type == Global.Brush_Types.PIXEL || current_action == "LightenDarken": start_pos_x = pos.x - (brush_size >> 1) start_pos_y = pos.y - (brush_size >> 1) end_pos_x = start_pos_x + brush_size end_pos_y = start_pos_y + brush_size for cur_pos_x in range(start_pos_x, end_pos_x): for cur_pos_y in range(start_pos_y, end_pos_y): if point_in_rectangle(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)): var pos_floored := Vector2(cur_pos_x, cur_pos_y).floor() # Don't draw the same pixel over and over and don't re-lighten/darken it var current_pixel_color : Color = layers[Global.current_layer][0].get_pixel(cur_pos_x, cur_pos_y) var _c := color if current_action == "Pencil" && color.a < 1: _c = blend_colors(color, current_pixel_color) var saved_pixel_index := mouse_press_pixels.find(pos_floored) if current_pixel_color != _c && (saved_pixel_index == -1 || pen_pressure > mouse_press_pressure_values[saved_pixel_index]): if current_action == "LightenDarken": _c = current_pixel_color if _c.a > 0: if ld == 0: # Lighten _c = current_pixel_color.lightened(ld_amount) else: # Darken _c = current_pixel_color.darkened(ld_amount) if saved_pixel_index == -1: mouse_press_pixels.append(pos_floored) mouse_press_pressure_values.append(pen_pressure) else: mouse_press_pressure_values[saved_pixel_index] = pen_pressure layers[Global.current_layer][0].set_pixel(cur_pos_x, cur_pos_y, _c) sprite_changed_this_frame = true # Handle mirroring var mirror_x := east_limit + west_limit - cur_pos_x - 1 var mirror_y := south_limit + north_limit - cur_pos_y - 1 if horizontal_mirror: current_pixel_color = layers[Global.current_layer][0].get_pixel(mirror_x, cur_pos_y) if current_pixel_color != _c: # don't draw the same pixel over and over if current_action == "LightenDarken": if ld == 0: # Lighten _c = current_pixel_color.lightened(ld_amount) else: _c = current_pixel_color.darkened(ld_amount) mouse_press_pixels.append(pos_floored) mouse_press_pressure_values.append(pen_pressure) layers[Global.current_layer][0].set_pixel(mirror_x, cur_pos_y, _c) sprite_changed_this_frame = true if vertical_mirror: current_pixel_color = layers[Global.current_layer][0].get_pixel(cur_pos_x, mirror_y) if current_pixel_color != _c: # don't draw the same pixel over and over if current_action == "LightenDarken": if ld == 0: # Lighten _c = current_pixel_color.lightened(ld_amount) else: _c = current_pixel_color.darkened(ld_amount) mouse_press_pixels.append(pos_floored) mouse_press_pressure_values.append(pen_pressure) layers[Global.current_layer][0].set_pixel(cur_pos_x, mirror_y, _c) sprite_changed_this_frame = true if horizontal_mirror && vertical_mirror: current_pixel_color = layers[Global.current_layer][0].get_pixel(mirror_x, mirror_y) if current_pixel_color != _c: # don't draw the same pixel over and over if current_action == "LightenDarken": if ld == 0: # Lighten _c = current_pixel_color.lightened(ld_amount) else: _c = current_pixel_color.darkened(ld_amount) mouse_press_pixels.append(pos_floored) mouse_press_pressure_values.append(pen_pressure) sprite.set_pixel(mirror_x, mirror_y, _c) sprite_changed_this_frame = true elif brush_type == Global.BRUSH_TYPES.CIRCLE || brush_type == Global.Brush_Types.FILLED_CIRCLE: plot_circle(sprite, pos.x, pos.y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE) # Handle mirroring var mirror_x := east_limit + west_limit - pos.x var mirror_y := south_limit + north_limit - pos.y if horizontal_mirror: plot_circle(sprite, mirror_x, pos.y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE) if vertical_mirror: plot_circle(sprite, pos.x, mirror_y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE) if horizontal_mirror && vertical_mirror: plot_circle(sprite, mirror_x, mirror_y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE) sprite_changed_this_frame = true else: var custom_brush_size := custom_brush_image.get_size() - Vector2.ONE pos = pos.floor() var dst := rectangle_center(pos, custom_brush_size) var src_rect := Rect2(Vector2.ZERO, custom_brush_size + Vector2.ONE) # Rectangle with the same size as the brush, but at cursor's position var pos_rect := Rect2(dst, custom_brush_size + Vector2.ONE) # The selection rectangle # If there's no rectangle, the whole canvas is considered a selection var selection_rect := Rect2() selection_rect.position = Vector2(west_limit, north_limit) selection_rect.end = Vector2(east_limit, south_limit) # Intersection of the position rectangle and selection var pos_rect_clipped := pos_rect.clip(selection_rect) # If the size is 0, that means that the brush wasn't positioned inside the selection if pos_rect_clipped.size == Vector2.ZERO: return # Re-position src_rect and dst based on the clipped position var pos_difference := (pos_rect.position - pos_rect_clipped.position).abs() # Obviously, if pos_rect and pos_rect_clipped are the same, pos_difference is Vector2.ZERO src_rect.position = pos_difference dst += pos_difference src_rect.end -= pos_rect.end - pos_rect_clipped.end # If the selection rectangle is smaller than the brush, ... # ... make sure pixels aren't being drawn outside the selection by adjusting src_rect's size src_rect.size.x = min(src_rect.size.x, selection_rect.size.x) src_rect.size.y = min(src_rect.size.y, selection_rect.size.y) # Handle mirroring var mirror_x := east_limit + west_limit - pos.x - (pos.x - dst.x) var mirror_y := south_limit + north_limit - pos.y - (pos.y - dst.y) if int(pos_rect_clipped.size.x) % 2 != 0: mirror_x -= 1 if int(pos_rect_clipped.size.y) % 2 != 0: mirror_y -= 1 # Use custom blend function cause of godot's issue #31124 if color.a > 0: # If it's the pencil blend_rect(sprite, custom_brush_image, src_rect, dst) if horizontal_mirror: blend_rect(sprite, custom_brush_image, src_rect, Vector2(mirror_x, dst.y)) if vertical_mirror: blend_rect(sprite, custom_brush_image, src_rect, Vector2(dst.x, mirror_y)) if horizontal_mirror && vertical_mirror: blend_rect(sprite, custom_brush_image, src_rect, Vector2(mirror_x, mirror_y)) else: # if it's transparent - if it's the eraser var custom_brush := Image.new() custom_brush.copy_from(Global.custom_brushes[brush_index]) custom_brush_size = custom_brush.get_size() custom_brush.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST) var custom_brush_blended = Global.blend_image_with_color(custom_brush, color, 1) sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst) if horizontal_mirror: sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, dst.y)) if vertical_mirror: sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(dst.x, mirror_y)) if horizontal_mirror && vertical_mirror: sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, mirror_y)) sprite.lock() sprite_changed_this_frame = true previous_mouse_pos_for_lines = pos.floor() + Vector2(0.5, 0.5) previous_mouse_pos_for_lines.x = clamp(previous_mouse_pos_for_lines.x, location.x, location.x + size.x) previous_mouse_pos_for_lines.y = clamp(previous_mouse_pos_for_lines.y, location.y, location.y + size.y) if is_making_line: line_2d.set_point_position(0, previous_mouse_pos_for_lines) # Bresenham's Algorithm # Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency func fill_gaps(sprite : Image, mouse_pos : Vector2, prev_mouse_pos : Vector2, color : Color, current_mouse_button : String, current_action := "None") -> void: var previous_mouse_pos_floored = prev_mouse_pos.floor() var mouse_pos_floored = mouse_pos.floor() mouse_pos_floored.x = clamp(mouse_pos_floored.x, location.x - 1, location.x + size.x) mouse_pos_floored.y = clamp(mouse_pos_floored.y, location.y - 1, location.y + size.y) var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x)) var dy := int(-abs(mouse_pos_floored.y - previous_mouse_pos_floored.y)) var err := dx + dy var e2 := err << 1 # err * 2 var sx = 1 if previous_mouse_pos_floored.x < mouse_pos_floored.x else -1 var sy = 1 if previous_mouse_pos_floored.y < mouse_pos_floored.y else -1 var x = previous_mouse_pos_floored.x var y = previous_mouse_pos_floored.y while !(x == mouse_pos_floored.x && y == mouse_pos_floored.y): draw_brush(sprite, Vector2(x, y), color, current_mouse_button, current_action) e2 = err << 1 if e2 >= dy: err += dy x += sx if e2 <= dx: err += dx y += sy # Thanks to https://en.wikipedia.org/wiki/Flood_fill func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_color : Color) -> void: pos = pos.floor() var pixel = sprite.get_pixelv(pos) if target_color == replace_color: return elif pixel != target_color: return else: if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)): return var q = [pos] for n in q: # If the difference in colors is very small, break the loop (thanks @azagaya on GitHub!) if target_color == replace_color: break var west : Vector2 = n var east : Vector2 = n while west.x >= west_limit && sprite.get_pixelv(west) == target_color: west += Vector2.LEFT while east.x < east_limit && sprite.get_pixelv(east) == target_color: east += Vector2.RIGHT for px in range(west.x + 1, east.x): var p := Vector2(px, n.y) # Draw sprite.set_pixelv(p, replace_color) replace_color = sprite.get_pixelv(p) var north := p + Vector2.UP var south := p + Vector2.DOWN if north.y >= north_limit && sprite.get_pixelv(north) == target_color: q.append(north) if south.y < south_limit && sprite.get_pixelv(south) == target_color: q.append(south) sprite_changed_this_frame = true # Algorithm based on http://members.chello.at/easyfilter/bresenham.html func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, fill := false) -> void: var radius := r # Used later for filling var x := -r var y := 0 var err := 2 - r * 2 # II. Quadrant while x < 0: var quadrant_1 := Vector2(xm - x, ym + y) var quadrant_2 := Vector2(xm - y, ym - x) var quadrant_3 := Vector2(xm + x, ym - y) var quadrant_4 := Vector2(xm + y, ym + x) draw_pixel_blended(sprite, quadrant_1, color) draw_pixel_blended(sprite, quadrant_2, color) draw_pixel_blended(sprite, quadrant_3, color) draw_pixel_blended(sprite, quadrant_4, color) r = err if r <= y: y += 1 err += y * 2 + 1 if r > x || err > y: x += 1 err += x * 2 + 1 if fill: for j in range (-radius, radius + 1): for i in range (-radius, radius + 1): if i * i + j * j <= radius * radius: var draw_pos := Vector2(i + xm, j + ym) draw_pixel_blended(sprite, draw_pos, color) func draw_pixel_blended(sprite : Image, pos : Vector2, color : Color) -> void: var saved_pixel_index := mouse_press_pixels.find(pos) if point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)) && (saved_pixel_index == -1 || pen_pressure > mouse_press_pressure_values[saved_pixel_index]): if color.a > 0 && color.a < 1: color = blend_colors(color, sprite.get_pixelv(pos)) if saved_pixel_index == -1: mouse_press_pixels.append(pos) mouse_press_pressure_values.append(pen_pressure) else: mouse_press_pressure_values[saved_pixel_index] = pen_pressure sprite.set_pixelv(pos, color) func blend_colors(color_1 : Color, color_2 : Color) -> Color: var color := Color() color.a = color_1.a + color_2.a * (1 - color_1.a) # Blend alpha if color.a != 0: # Blend colors color.r = (color_1.r * color_1.a + color_2.r * color_2.a * (1-color_1.a)) / color.a color.g = (color_1.g * color_1.a + color_2.g * color_2.a * (1-color_1.a)) / color.a color.b = (color_1.b * color_1.a + color_2.b * color_2.a * (1-color_1.a)) / color.a return color # 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() # Custom blend rect function, needed because Godot's issue #31124 func blend_rect(bg : Image, brush : Image, src_rect : Rect2, dst : Vector2) -> void: var brush_size := brush.get_size() var clipped_src_rect := Rect2(Vector2.ZERO, brush_size).clip(src_rect) if clipped_src_rect.size.x <= 0 || clipped_src_rect.size.y <= 0: return var src_underscan := Vector2(min(0, src_rect.position.x), min(0, src_rect.position.y)) var dest_rect := Rect2(0, 0, bg.get_width(), bg.get_height()).clip(Rect2(dst - src_underscan, clipped_src_rect.size)) for x in range(0, dest_rect.size.x): for y in range(0, dest_rect.size.y): var src_x := clipped_src_rect.position.x + x; var src_y := clipped_src_rect.position.y + y; var dst_x := dest_rect.position.x + x; var dst_y := dest_rect.position.y + y; var brush_color := brush.get_pixel(src_x, src_y) var bg_color := bg.get_pixel(dst_x, dst_y) var out_color := blend_colors(brush_color, bg_color) if out_color.a != 0: bg.set_pixel(dst_x, dst_y, out_color)