mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-18 17:19:50 +00:00
0058edbc4a
Frame UI now start at 1 instead of 0. Also added a "Current frame:" label.
287 lines
11 KiB
GDScript
287 lines
11 KiB
GDScript
extends Node2D
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class_name Canvas
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var layers := []
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var current_layer_index := 0
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var trans_background : ImageTexture
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var location := Vector2.ZERO
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var size := Vector2(64, 64)
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var frame := 0
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var frame_button : VBoxContainer
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var frame_texture_rect : TextureRect
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var previous_mouse_pos := Vector2.ZERO
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var mouse_inside_canvas := false #used for undo
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var sprite_changed_this_frame := false #for optimization purposes
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var is_making_line := false
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var line_2d : Line2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Global.can_draw = false
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#Background
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trans_background = ImageTexture.new()
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trans_background.create_from_image(load("res://Transparent Background.png"), 0)
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#The sprite itself
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if layers.empty():
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var sprite := Image.new()
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sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
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sprite.lock()
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var tex := ImageTexture.new()
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tex.create_from_image(sprite, 0)
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#Store [Image, ImageTexture, Layer Name, Visibity boolean]
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layers.append([sprite, tex, "Layer 0", true])
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generate_layer_panels()
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frame_button = load("res://FrameButton.tscn").instance()
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frame_button.name = "Frame_%s" % frame
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frame_button.get_node("FrameButton").frame = frame
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frame_button.get_node("FrameID").text = str(frame + 1)
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Global.frame_container.add_child(frame_button)
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frame_texture_rect = Global.find_node_by_name(frame_button, "FrameTexture")
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frame_texture_rect.texture = layers[0][1] #ImageTexture current_layer_index
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camera_zoom()
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# warning-ignore:unused_argument
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func _process(delta) -> void:
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sprite_changed_this_frame = false
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update()
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var mouse_pos := get_local_mouse_position() - location
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var current_mouse_button := "None"
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var current_action := "None"
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
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current_mouse_button = "L"
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current_action = Global.current_left_tool
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elif Input.is_mouse_button_pressed(BUTTON_RIGHT):
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current_mouse_button = "R"
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current_action = Global.current_right_tool
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if visible:
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if !point_in_rectangle(mouse_pos, location, location + size):
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if !Input.is_mouse_button_pressed(BUTTON_LEFT) && !Input.is_mouse_button_pressed(BUTTON_RIGHT):
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if mouse_inside_canvas:
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mouse_inside_canvas = false
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Global.cursor_position_label.text = "[%sx%s]" % [size.x, size.y]
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else:
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var mouse_pos_floored := mouse_pos.floor()
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Global.cursor_position_label.text = "[%sx%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y]
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match current_action:
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"Pencil":
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var current_color : Color
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if current_mouse_button == "L":
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current_color = Global.left_color_picker.color
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elif current_mouse_button == "R":
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current_color = Global.right_color_picker.color
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pencil_and_eraser(mouse_pos, current_color, current_mouse_button)
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"Eraser":
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pencil_and_eraser(mouse_pos, Color(0, 0, 0, 0), current_mouse_button)
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"Fill":
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if point_in_rectangle(mouse_pos, location, location + size) && Global.can_draw && Global.has_focus && Global.current_frame == frame:
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var current_color : Color
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if current_mouse_button == "L":
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current_color = Global.left_color_picker.color
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elif current_mouse_button == "R":
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current_color = Global.right_color_picker.color
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flood_fill(mouse_pos, layers[current_layer_index][0].get_pixelv(mouse_pos), current_color)
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if !is_making_line:
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previous_mouse_pos = mouse_pos
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previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x)
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previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y)
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else:
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line_2d.set_point_position(1, mouse_pos)
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if sprite_changed_this_frame:
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update_texture(current_layer_index)
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func update_texture(layer_index : int) -> void:
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layers[layer_index][1].create_from_image(layers[layer_index][0], 0)
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get_layer_container(layer_index).get_child(0).get_child(1).texture = layers[layer_index][1]
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var whole_image := Image.new()
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whole_image.create(size.x, size.y, false, Image.FORMAT_RGBA8)
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for layer in layers:
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whole_image.blend_rect(layer[0], Rect2(position, size), Vector2.ZERO)
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layer[0].lock()
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var whole_image_texture := ImageTexture.new()
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whole_image_texture.create_from_image(whole_image, 0)
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frame_texture_rect.texture = whole_image_texture
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func get_layer_container(layer_index : int) -> PanelContainer:
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for container in Global.vbox_layer_container.get_children():
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if container is PanelContainer && container.i == layer_index:
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return container
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return null
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func _draw() -> void:
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draw_texture_rect(trans_background, Rect2(location, size), true)
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#for texture in layer_textures:
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for texture in layers:
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if texture[3]: #if it's visible
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draw_texture(texture[1], location)
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#Idea taken from flurick (on GitHub)
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if Global.draw_grid:
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for x in size.x:
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draw_line(Vector2(x, location.y), Vector2(x, size.y), Color.black, true)
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for y in size.y:
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draw_line(Vector2(location.x, y), Vector2(size.x, y), Color.black, true)
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#Draw rectangle to indicate the pixel currently being hovered on
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var mouse_pos := get_local_mouse_position() - location
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if point_in_rectangle(mouse_pos, location, location + size):
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mouse_pos = mouse_pos.floor()
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if Global.left_square_indicator_visible:
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var start_pos_x = mouse_pos.x - (Global.left_brush_size >> 1)
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var start_pos_y = mouse_pos.y - (Global.left_brush_size >> 1)
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draw_rect(Rect2(start_pos_x, start_pos_y, Global.left_brush_size, Global.left_brush_size), Color.blue, false)
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if Global.right_square_indicator_visible:
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var start_pos_x = mouse_pos.x - (Global.right_brush_size >> 1)
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var start_pos_y = mouse_pos.y - (Global.right_brush_size >> 1)
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draw_rect(Rect2(start_pos_x, start_pos_y, Global.right_brush_size, Global.right_brush_size), Color.red, false)
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func generate_layer_panels() -> void:
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for child in Global.vbox_layer_container.get_children():
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if child is PanelContainer:
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child.queue_free()
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current_layer_index = layers.size() - 1
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if layers.size() == 1:
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Global.remove_layer_button.disabled = true
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Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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else:
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Global.remove_layer_button.disabled = false
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Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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for i in range(layers.size() -1, -1, -1):
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var layer_container = load("res://LayerContainer.tscn").instance()
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#layer_names.insert(i, "Layer %s" % i)
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layers[i][2] = "Layer %s" % i
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layer_container.i = i
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#layer_container.get_child(0).get_child(2).text = layer_names[i]
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layer_container.get_child(0).get_child(2).text = layers[i][2]
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layers[i][3] = true #set visible
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layer_container.get_child(0).get_child(1).texture = layers[i][1]
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Global.vbox_layer_container.add_child(layer_container)
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func camera_zoom() -> void:
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#Set camera offset to the center of canvas
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Global.camera.offset = size / 2
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#Set camera zoom based on the sprite size
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var bigger = max(size.x, size.y)
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var zoom_max := Vector2(bigger, bigger) * 0.01
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if zoom_max > Vector2.ONE:
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Global.camera.zoom_max = zoom_max
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else:
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Global.camera.zoom_max = Vector2.ONE
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Global.camera.zoom = Vector2(bigger, bigger) * 0.002
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Global.zoom_level_label.text = "Zoom: x%s" % [stepify(1 / $"../Camera2D".zoom.x, 0.01)]
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func pencil_and_eraser(mouse_pos : Vector2, color : Color, current_mouse_button : String) -> void:
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if Input.is_key_pressed(KEY_SHIFT):
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if !is_making_line:
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line_2d = Line2D.new()
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line_2d.width = 0.5
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line_2d.default_color = Color.darkgray
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line_2d.add_point(previous_mouse_pos)
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line_2d.add_point(mouse_pos)
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add_child(line_2d)
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is_making_line = true
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else:
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var brush_size := 1
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if current_mouse_button == "L":
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brush_size = Global.left_brush_size
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elif current_mouse_button == "R":
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brush_size = Global.right_brush_size
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if is_making_line:
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fill_gaps(mouse_pos, color, brush_size)
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is_making_line = false
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line_2d.queue_free()
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else:
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if point_in_rectangle(mouse_pos, location, location + size):
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mouse_inside_canvas = true
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#Draw
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draw_pixel(mouse_pos, color, brush_size)
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fill_gaps(mouse_pos, color, brush_size) #Fill the gaps
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#If mouse is not inside bounds but it used to be, fill the gaps
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elif point_in_rectangle(previous_mouse_pos, location, location + size):
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fill_gaps(mouse_pos, color, brush_size)
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func draw_pixel(pos : Vector2, color : Color, brush_size : int) -> void:
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if Global.can_draw && Global.has_focus && Global.current_frame == frame:
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var start_pos_x = pos.x - (brush_size >> 1)
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var start_pos_y = pos.y - (brush_size >> 1)
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for cur_pos_x in range(start_pos_x, start_pos_x + brush_size):
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#layers[current_layer_index][0].set_pixel(cur_pos_x, pos.y, color)
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for cur_pos_y in range(start_pos_y, start_pos_y + brush_size):
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if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color: #don't draw the same pixel over and over
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layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color)
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#layers[current_layer_index][0].set_pixelv(pos, color)
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sprite_changed_this_frame = true
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func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
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return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
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#Bresenham's Algorithm
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#Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
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func fill_gaps(mouse_pos : Vector2, color : Color, brush_size : int) -> void:
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var previous_mouse_pos_floored = previous_mouse_pos.floor()
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var mouse_pos_floored = mouse_pos.floor()
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mouse_pos_floored.x = clamp(mouse_pos_floored.x, location.x - 1, location.x + size.x)
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mouse_pos_floored.y = clamp(mouse_pos_floored.y, location.y - 1, location.y + size.y)
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var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x))
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var dy := int(-abs(mouse_pos_floored.y - previous_mouse_pos_floored.y))
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var err := dx + dy
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var e2 := err << 1 #err * 2
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var sx = 1 if previous_mouse_pos_floored.x < mouse_pos_floored.x else -1
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var sy = 1 if previous_mouse_pos_floored.y < mouse_pos_floored.y else -1
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var x = previous_mouse_pos_floored.x
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var y = previous_mouse_pos_floored.y
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while !(x == mouse_pos_floored.x && y == mouse_pos_floored.y):
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draw_pixel(Vector2(x, y), color, brush_size)
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e2 = err << 1
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if e2 >= dy:
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err += dy
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x += sx
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if e2 <= dx:
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err += dx
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y += sy
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#Thanks to https://en.wikipedia.org/wiki/Flood_fill
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func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> void:
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pos = pos.floor()
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var pixel = layers[current_layer_index][0].get_pixelv(pos)
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if target_color == replace_color:
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return
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elif pixel != target_color:
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return
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else:
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var q = [pos]
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for n in q:
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var west : Vector2 = n
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var east : Vector2 = n
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while west.x >= location.x && layers[current_layer_index][0].get_pixelv(west) == target_color:
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west += Vector2.LEFT
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while east.x < location.x + size.x && layers[current_layer_index][0].get_pixelv(east) == target_color:
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east += Vector2.RIGHT
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for px in range(west.x + 1, east.x):
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var p := Vector2(px, n.y)
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draw_pixel(p, replace_color, 1)
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var north := p + Vector2.UP
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var south := p + Vector2.DOWN
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if north.y >= location.y && layers[current_layer_index][0].get_pixelv(north) == target_color:
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q.append(north)
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if south.y < location.y + size.y && layers[current_layer_index][0].get_pixelv(south) == target_color:
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q.append(south)
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func _on_Timer_timeout() -> void:
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Global.can_draw = true |