mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-19 01:29:49 +00:00
07db587b6c
The onion skinning button replaces the old onion skinning area of the timeline, but there's no way right now to change the settings. This will be added in a future commit. More UI changes will soon follow.
927 lines
41 KiB
GDScript
927 lines
41 KiB
GDScript
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
|
||
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 l in Global.layers:
|
||
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, Opacity]
|
||
layers.append([sprite, tex, 1])
|
||
|
||
if self in l[5]:
|
||
var current_layer := layers.size() - 1
|
||
layers[current_layer][0] = l[5][0].layers[current_layer][0]
|
||
layers[current_layer][1] = l[5][0].layers[current_layer][1]
|
||
|
||
# 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
|
||
if Global.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:
|
||
var layer_i := 0
|
||
for layer in Global.canvases[Global.current_frame - i].layers:
|
||
if Global.layers[layer_i][1]: # If it's visible
|
||
color.a = 0.6 / i
|
||
draw_texture(layer[1], location, color)
|
||
layer_i += 1
|
||
|
||
# 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:
|
||
var layer_i := 0
|
||
for layer in Global.canvases[Global.current_frame + i].layers:
|
||
if Global.layers[layer_i][1]: # If it's visible
|
||
color.a = 0.6 / i
|
||
draw_texture(layer[1], location, color)
|
||
layer_i += 1
|
||
|
||
# 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:
|
||
if Global.grid_type == Global.Grid_Types.CARTESIAN || Global.grid_type == Global.Grid_Types.ALL:
|
||
for x in range(Global.grid_width, size.x, Global.grid_width):
|
||
draw_line(Vector2(x, location.y), Vector2(x, size.y), Global.grid_color, true)
|
||
|
||
for y in range(Global.grid_height, size.y, Global.grid_height):
|
||
draw_line(Vector2(location.x, y), Vector2(size.x, y), Global.grid_color, true)
|
||
|
||
if Global.grid_type == Global.Grid_Types.ISOMETRIC || Global.grid_type == Global.Grid_Types.ALL:
|
||
var prev_x := 0
|
||
var prev_y := 0
|
||
for y in range(0, size.y + 1, Global.grid_width):
|
||
var yy1 = y + size.y * tan(deg2rad(26.565)) # 30 degrees
|
||
if yy1 <= (size.y + 0.01):
|
||
draw_line(Vector2(location.x, y), Vector2(size.x, yy1),Global.grid_color)
|
||
else:
|
||
var xx1 = (size.x - y) * tan(deg2rad(90 - 26.565)) # 60 degrees
|
||
draw_line(Vector2(location.x, y), Vector2(xx1, size.y), Global.grid_color)
|
||
for y in range(0, size.y + 1, Global.grid_height):
|
||
var xx2 = y * tan(deg2rad(90 - 26.565)) # 60 degrees
|
||
if xx2 <= (size.x + 0.01):
|
||
draw_line(Vector2(location.x, y), Vector2(xx2, location.y), Global.grid_color)
|
||
prev_y = location.y
|
||
else:
|
||
var distance = (xx2 - prev_x) / 2
|
||
#var yy2 = (size.y - y) * tan(deg2rad(26.565)) # 30 degrees
|
||
var yy2 = prev_y + distance
|
||
draw_line(Vector2(location.x, y), Vector2(size.x, yy2), Global.grid_color)
|
||
prev_y = yy2
|
||
|
||
prev_x = xx2
|
||
|
||
for x in range(0, size.x, Global.grid_width * 2):
|
||
if x == 0:
|
||
continue
|
||
var yy1 = (size.x - x) * tan(deg2rad(26.565)) # 30 degrees
|
||
draw_line(Vector2(x, location.y), Vector2(size.x, yy1), Global.grid_color)
|
||
for x in range(0, size.x, Global.grid_height * 2):
|
||
var yy2 = (size.x - x) * tan(deg2rad(26.565)) # 30 degrees
|
||
draw_line(Vector2(x, size.y), Vector2(size.x, size.y - yy2), Global.grid_color)
|
||
|
||
# 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 || Global.layers[Global.current_layer][2]:
|
||
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
|
||
if Global.cursor_image.get_data().get_size() != Vector2.ZERO:
|
||
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)
|
||
|
||
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[Global.current_layer][0].unlock()
|
||
var data = c.layers[Global.current_layer][0].data
|
||
c.layers[Global.current_layer][0].lock()
|
||
Global.undo_redo.add_undo_property(c.layers[Global.current_layer][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 = Global.current_layer
|
||
else:
|
||
canvases = Global.canvases
|
||
for c in canvases:
|
||
Global.undo_redo.add_do_property(c.layers[Global.current_layer][0], "data", c.layers[Global.current_layer][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) -> void:
|
||
layers[layer_index][1].create_from_image(layers[layer_index][0], 0)
|
||
|
||
var frame_texture_rect : TextureRect
|
||
frame_texture_rect = Global.find_node_by_name(Global.layers[layer_index][3].get_child(frame),"FrameTexture")
|
||
frame_texture_rect.texture = layers[layer_index][1]
|
||
|
||
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 = sprite.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
|
||
sprite.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 = sprite.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)
|
||
sprite.set_pixel(mirror_x, cur_pos_y, _c)
|
||
sprite_changed_this_frame = true
|
||
|
||
if vertical_mirror:
|
||
current_pixel_color = sprite.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)
|
||
sprite.set_pixel(cur_pos_x, mirror_y, _c)
|
||
sprite_changed_this_frame = true
|
||
|
||
if horizontal_mirror && vertical_mirror:
|
||
current_pixel_color = sprite.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)
|