extends "res://src/Tools/Draw.gd" enum ShadingMode {SIMPLE, HUE_SHIFTING} enum LightenDarken {LIGHTEN, DARKEN} var _last_position := Vector2.INF var _changed := false var _shading_mode : int = ShadingMode.SIMPLE var _mode : int = LightenDarken.LIGHTEN var _amount := 10 var _hue_amount := 10 var _sat_amount := 10 var _value_amount := 10 class LightenDarkenOp extends Drawer.ColorOp: var changed := false var shading_mode : int = ShadingMode.SIMPLE var lighten_or_darken : int = LightenDarken.LIGHTEN var hue_amount := 10.0 var sat_amount := 10.0 var value_amount := 10.0 func process(_src: Color, dst: Color) -> Color: changed = true if dst.a == 0: return dst if shading_mode == ShadingMode.SIMPLE: if strength > 0: dst = dst.lightened(strength) elif strength < 0: dst = dst.darkened(-strength) else: if lighten_or_darken == LightenDarken.LIGHTEN: dst.h += (hue_amount / 359.0) dst.s -= (sat_amount / 100.0) dst.v += (value_amount / 100.0) else: dst.h -= (hue_amount / 359.0) dst.s += (sat_amount / 100.0) dst.v -= (value_amount / 100.0) return dst func _init() -> void: _drawer.color_op = LightenDarkenOp.new() func _on_ShadingMode_item_selected(id : int) -> void: _shading_mode = id _drawer.color_op.shading_mode = id update_config() save_config() func _on_LightenDarken_item_selected(id : int) -> void: _mode = id _drawer.color_op.lighten_or_darken = id update_config() save_config() func _on_LightenDarken_value_changed(value : float) -> void: _amount = int(value) update_config() save_config() func _on_LightenDarken_hue_value_changed(value : float) -> void: _hue_amount = int(value) update_config() save_config() func _on_LightenDarken_sat_value_changed(value : float) -> void: _sat_amount = int(value) update_config() save_config() func _on_LightenDarken_value_value_changed(value : float) -> void: _value_amount = int(value) update_config() save_config() func get_config() -> Dictionary: var config := .get_config() config["shading_mode"] = _shading_mode config["mode"] = _mode config["amount"] = _amount config["hue_amount"] = _hue_amount config["sat_amount"] = _sat_amount config["value_amount"] = _value_amount return config func set_config(config : Dictionary) -> void: .set_config(config) _shading_mode = config.get("shading_mode", _shading_mode) _drawer.color_op.shading_mode = _shading_mode _mode = config.get("mode", _mode) _drawer.color_op.lighten_or_darken = _mode _amount = config.get("amount", _amount) _hue_amount = config.get("hue_amount", _hue_amount) _sat_amount = config.get("sat_amount", _sat_amount) _value_amount = config.get("value_amount", _value_amount) func update_config() -> void: .update_config() $ShadingMode.selected = _shading_mode $LightenDarken.selected = _mode $Amount/Spinbox.value = _amount $Amount/Slider.value = _amount $HueShiftingOptions/AmountHue/Spinbox.value = _hue_amount $HueShiftingOptions/AmountHue/Slider.value = _hue_amount $HueShiftingOptions/AmountSat/Spinbox.value = _sat_amount $HueShiftingOptions/AmountSat/Slider.value = _sat_amount $HueShiftingOptions/AmountValue/Spinbox.value = _value_amount $HueShiftingOptions/AmountValue/Slider.value = _value_amount $Amount.visible = _shading_mode == ShadingMode.SIMPLE $HueShiftingOptions.visible = _shading_mode == ShadingMode.HUE_SHIFTING update_strength() func update_strength() -> void: var factor = 1 if _mode == 0 else -1 _strength = _amount * factor / 100.0 _drawer.color_op.hue_amount = _hue_amount _drawer.color_op.sat_amount = _sat_amount _drawer.color_op.value_amount = _value_amount func draw_start(position : Vector2) -> void: update_mask() _changed = false _drawer.color_op.changed = false prepare_undo() _drawer.reset() _draw_line = Tools.shift if _draw_line: _line_start = position _line_end = position update_line_polylines(_line_start, _line_end) else: draw_tool(position) _last_position = position Global.canvas.sprite_changed_this_frame = true cursor_text = "" func draw_move(position : Vector2) -> void: if _draw_line: var d = _line_angle_constraint(_line_start, position) _line_end = d.position cursor_text = d.text update_line_polylines(_line_start, _line_end) else: draw_fill_gap(_last_position, position) _last_position = position cursor_text = "" Global.canvas.sprite_changed_this_frame = true func draw_end(_position : Vector2) -> void: if _draw_line: draw_tool(_line_start) draw_fill_gap(_line_start, _line_end) _draw_line = false if _changed or _drawer.color_op.changed: commit_undo("Draw") cursor_text = "" update_random_image() func _draw_brush_image(_image : Image, _src_rect: Rect2, _dst: Vector2) -> void: _changed = true draw_tool_pixel(_cursor.floor())