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Pixelorama/src/Tools/SelectionTools/SelectionTool.gd
Emmanouil Papadeas 5cb0eddae5 Transformation preview should now work for all selected cels
Prior to this commit, the transformation (moving/scaling content with selections) of only one of the selected cels would appear, and the rest would only have a visible effect on transformation confirm.
2023-01-18 04:44:37 +02:00

283 lines
8.7 KiB
GDScript

class_name SelectionTool
extends BaseTool
enum Mode { DEFAULT, ADD, SUBTRACT, INTERSECT }
var undo_data: Dictionary
var _move := false
var _move_content := true
var _start_pos := Vector2.ZERO
var _offset := Vector2.ZERO
# For tools such as the Polygon selection tool where you have to
# click multiple times to create a selection
var _ongoing_selection := false
var _mode_selected := 0
var _add := false # Shift + Mouse Click
var _subtract := false # Ctrl + Mouse Click
var _intersect := false # Shift + Ctrl + Mouse Click
# Used to check if the state of content transformation has been changed
# while draw_move() is being called. For example, pressing Enter while still moving content
var _content_transformation_check := false
onready var selection_node: Node2D = Global.canvas.selection
onready var xspinbox: ValueSlider = $XSpinBox
onready var yspinbox: ValueSlider = $YSpinBox
onready var wspinbox: ValueSlider = $WSpinBox
onready var hspinbox: ValueSlider = $HSpinBox
onready var timer: Timer = $Timer
func _ready() -> void:
set_spinbox_values()
refresh_options()
func refresh_options():
# The existence of this function is to ensure all items
# are added when we are selecting an option (Bad things will happen if i dont do this...)
$Modes.clear()
$Modes.add_item("Default (New Selection)")
$Modes.add_item("Add to Selection")
$Modes.add_item("Subtract from Selection")
$Modes.add_item("Intersection of Selections")
$Modes.select(_mode_selected)
func get_config() -> Dictionary:
var config := .get_config()
config["mode_selected"] = _mode_selected
return config
func set_config(config: Dictionary) -> void:
_mode_selected = config.get("mode_selected", 0)
func update_config() -> void:
refresh_options()
func set_spinbox_values() -> void:
var select_rect: Rect2 = selection_node.big_bounding_rectangle
xspinbox.editable = !select_rect.has_no_area()
yspinbox.editable = xspinbox.editable
wspinbox.editable = xspinbox.editable
hspinbox.editable = xspinbox.editable
xspinbox.value = select_rect.position.x
yspinbox.value = select_rect.position.y
wspinbox.value = select_rect.size.x
hspinbox.value = select_rect.size.y
func draw_start(position: Vector2) -> void:
.draw_start(position)
if selection_node.arrow_key_move:
return
var project: Project = Global.current_project
undo_data = selection_node.get_undo_data(false)
_intersect = Input.is_action_pressed("selection_intersect", true)
_add = Input.is_action_pressed("selection_add", true)
_subtract = Input.is_action_pressed("selection_subtract", true)
_start_pos = position
_offset = position
var selection_position: Vector2 = selection_node.big_bounding_rectangle.position
var offsetted_pos := position
if selection_position.x < 0:
offsetted_pos.x -= selection_position.x
if selection_position.y < 0:
offsetted_pos.y -= selection_position.y
var quick_copy: bool = Input.is_action_pressed("transform_copy_selection_content", true)
if (
offsetted_pos.x >= 0
and offsetted_pos.y >= 0
and project.selection_map.is_pixel_selected(offsetted_pos)
and (!_add and !_subtract and !_intersect or quick_copy)
and !_ongoing_selection
):
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
# Move current selection
_move = true
if quick_copy: # Move selection without cutting it from the original position (quick copy)
_move_content = true
if selection_node.is_moving_content:
for image in _get_selected_draw_images():
image.blit_rect_mask(
selection_node.preview_image,
selection_node.preview_image,
Rect2(Vector2.ZERO, project.selection_map.get_size()),
selection_node.big_bounding_rectangle.position
)
var selection_map_copy := SelectionMap.new()
selection_map_copy.copy_from(project.selection_map)
selection_map_copy.move_bitmap_values(project)
project.selection_map = selection_map_copy
selection_node.commit_undo("Move Selection", selection_node.undo_data)
selection_node.undo_data = selection_node.get_undo_data(true)
else:
selection_node.transform_content_start()
for image in _get_selected_draw_images():
image.blit_rect_mask(
selection_node.preview_image,
selection_node.preview_image,
Rect2(Vector2.ZERO, project.selection_map.get_size()),
selection_node.big_bounding_rectangle.position
)
Global.canvas.update_selected_cels_textures()
elif Input.is_action_pressed("transform_move_selection_only", true): # Doesn't move content
selection_node.transform_content_confirm()
_move_content = false
selection_node.move_borders_start()
else: # Move selection and content normally
_move_content = true
selection_node.transform_content_start()
else: # No moving
selection_node.transform_content_confirm()
_content_transformation_check = selection_node.is_moving_content
func draw_move(position: Vector2) -> void:
.draw_move(position)
if selection_node.arrow_key_move:
return
# This is true if content transformation has been confirmed (pressed Enter for example)
# while the content is being moved
if _content_transformation_check != selection_node.is_moving_content:
return
if not _move:
return
if Input.is_action_pressed("transform_snap_axis"): # Snap to axis
var angle := position.angle_to_point(_start_pos)
if abs(angle) <= PI / 4 or abs(angle) >= 3 * PI / 4:
position.y = _start_pos.y
else:
position.x = _start_pos.x
if Input.is_action_pressed("transform_snap_grid"):
var grid_size := Vector2(Global.grid_width, Global.grid_height)
_offset = _offset.snapped(grid_size)
var prev_pos = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = prev_pos.snapped(grid_size)
selection_node.marching_ants_outline.offset += (
selection_node.big_bounding_rectangle.position
- prev_pos
)
position = position.snapped(grid_size)
var grid_offset = Vector2(Global.grid_offset_x, Global.grid_offset_y)
grid_offset = Vector2(fmod(grid_offset.x, grid_size.x), fmod(grid_offset.y, grid_size.y))
position += grid_offset
if _move_content:
selection_node.move_content(position - _offset)
else:
selection_node.move_borders(position - _offset)
_offset = position
_set_cursor_text(selection_node.big_bounding_rectangle)
func draw_end(position: Vector2) -> void:
.draw_end(position)
if selection_node.arrow_key_move:
return
if _content_transformation_check == selection_node.is_moving_content:
if _move:
selection_node.move_borders_end()
else:
apply_selection(position)
_move = false
cursor_text = ""
func apply_selection(_position: Vector2) -> void:
# if a shortcut is activated then that will be obeyed instead
match _mode_selected:
Mode.ADD:
if !_subtract && !_intersect:
_add = true
Mode.SUBTRACT:
if !_add && !_intersect:
_subtract = true
Mode.INTERSECT:
if !_add && !_subtract:
_intersect = true
func _on_Modes_item_selected(index: int) -> void:
_mode_selected = index
save_config()
func _set_cursor_text(rect: Rect2) -> void:
cursor_text = "%s, %s" % [rect.position.x, rect.position.y]
cursor_text += " -> %s, %s" % [rect.end.x - 1, rect.end.y - 1]
cursor_text += " (%s, %s)" % [rect.size.x, rect.size.y]
func _on_position_value_changed(value: float, horizontal: bool) -> void:
if horizontal:
if selection_node.big_bounding_rectangle.position.x == value:
return
else:
if selection_node.big_bounding_rectangle.position.y == value:
return
var project: Project = Global.current_project
if !project.has_selection:
return
if timer.is_stopped():
undo_data = selection_node.get_undo_data(false)
timer.start()
if horizontal:
selection_node.big_bounding_rectangle.position.x = value
else:
selection_node.big_bounding_rectangle.position.y = value
var selection_map_copy := SelectionMap.new()
selection_map_copy.copy_from(project.selection_map)
selection_map_copy.move_bitmap_values(project)
project.selection_map = selection_map_copy
project.selection_map_changed()
func _on_size_value_changed(value: float, horizontal: bool) -> void:
if horizontal:
if (
selection_node.big_bounding_rectangle.size.x == value
or selection_node.big_bounding_rectangle.size.x <= 0
):
return
else:
if (
selection_node.big_bounding_rectangle.size.y == value
or selection_node.big_bounding_rectangle.size.y <= 0
):
return
if !Global.current_project.has_selection:
return
if timer.is_stopped():
undo_data = selection_node.get_undo_data(false)
timer.start()
if horizontal:
selection_node.big_bounding_rectangle.size.x = value
else:
selection_node.big_bounding_rectangle.size.y = value
selection_node.resize_selection()
func _on_Timer_timeout() -> void:
if !selection_node.is_moving_content:
selection_node.commit_undo("Move Selection", undo_data)