mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-02-08 03:19:49 +00:00
* Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
555 lines
17 KiB
GDScript
555 lines
17 KiB
GDScript
extends Node
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signal color_changed(color, button)
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enum Dynamics { NONE, PRESSURE, VELOCITY }
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var horizontal_mirror := false
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var vertical_mirror := false
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var pixel_perfect := false
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# Dynamics
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var dynamics_alpha: int = Dynamics.NONE
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var dynamics_size: int = Dynamics.NONE
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var pen_pressure := 1.0
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var pen_pressure_min := 0.2
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var pen_pressure_max := 0.8
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var pressure_buf := [0, 0] # past pressure value buffer
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var mouse_velocity := 1.0
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var mouse_velocity_min_thres := 0.2
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var mouse_velocity_max_thres := 0.8
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var mouse_velocity_max := 1000.0
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var alpha_min := 0.1
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var alpha_max := 1.0
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var brush_size_min := 1
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var brush_size_max := 4
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var tools := {
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"RectSelect":
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Tool.new(
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"RectSelect",
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"Rectangular Selection",
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"rectangle_select",
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"res://src/Tools/SelectionTools/RectSelect.tscn"
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),
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"EllipseSelect":
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Tool.new(
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"EllipseSelect",
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"Elliptical Selection",
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"ellipse_select",
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"res://src/Tools/SelectionTools/EllipseSelect.tscn"
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),
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"PolygonSelect":
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Tool.new(
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"PolygonSelect",
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"Polygonal Selection",
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"polygon_select",
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"res://src/Tools/SelectionTools/PolygonSelect.tscn",
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[],
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"Double-click to connect the last point to the starting point"
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),
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"ColorSelect":
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Tool.new(
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"ColorSelect",
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"Select By Color",
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"color_select",
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"res://src/Tools/SelectionTools/ColorSelect.tscn"
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),
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"MagicWand":
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Tool.new(
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"MagicWand", "Magic Wand", "magic_wand", "res://src/Tools/SelectionTools/MagicWand.tscn"
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),
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"Lasso":
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Tool.new(
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"Lasso", "Lasso / Free Select Tool", "lasso", "res://src/Tools/SelectionTools/Lasso.tscn"
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),
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"PaintSelect":
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Tool.new(
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"PaintSelect",
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"Select by Drawing",
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"paint_selection",
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"res://src/Tools/SelectionTools/PaintSelect.tscn"
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),
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"Move":
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Tool.new("Move", "Move", "move", "res://src/Tools/Move.tscn", [Global.LayerTypes.PIXEL]),
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"Zoom": Tool.new("Zoom", "Zoom", "zoom", "res://src/Tools/Zoom.tscn"),
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"Pan": Tool.new("Pan", "Pan", "pan", "res://src/Tools/Pan.tscn"),
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"ColorPicker":
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Tool.new(
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"ColorPicker",
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"Color Picker",
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"colorpicker",
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"res://src/Tools/ColorPicker.tscn",
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[],
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"Select a color from a pixel of the sprite"
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),
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"Crop":
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Tool.new("Crop", "Crop", "crop", "res://src/Tools/CropTool.tscn", [], "Resize the canvas"),
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"Pencil":
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Tool.new(
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"Pencil",
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"Pencil",
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"pencil",
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"res://src/Tools/Pencil.tscn",
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[Global.LayerTypes.PIXEL],
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"Hold %s to make a line",
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["draw_create_line"]
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),
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"Eraser":
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Tool.new(
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"Eraser",
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"Eraser",
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"eraser",
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"res://src/Tools/Eraser.tscn",
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[Global.LayerTypes.PIXEL],
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"Hold %s to make a line",
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["draw_create_line"]
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),
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"Bucket":
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Tool.new("Bucket", "Bucket", "fill", "res://src/Tools/Bucket.tscn", [Global.LayerTypes.PIXEL]),
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"Shading":
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Tool.new(
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"Shading",
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"Shading Tool",
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"shading",
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"res://src/Tools/Shading.tscn",
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[Global.LayerTypes.PIXEL]
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),
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"LineTool":
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(
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Tool
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. new(
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"LineTool",
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"Line Tool",
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"linetool",
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"res://src/Tools/LineTool.tscn",
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[Global.LayerTypes.PIXEL],
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"""Hold %s to snap the angle of the line
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Hold %s to center the shape on the click origin
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Hold %s to displace the shape's origin""",
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["shape_perfect", "shape_center", "shape_displace"]
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)
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),
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"RectangleTool":
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(
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Tool
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. new(
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"RectangleTool",
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"Rectangle Tool",
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"rectangletool",
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"res://src/Tools/RectangleTool.tscn",
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[Global.LayerTypes.PIXEL],
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"""Hold %s to create a 1:1 shape
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Hold %s to center the shape on the click origin
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Hold %s to displace the shape's origin""",
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["shape_perfect", "shape_center", "shape_displace"]
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)
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),
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"EllipseTool":
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(
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Tool
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. new(
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"EllipseTool",
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"Ellipse Tool",
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"ellipsetool",
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"res://src/Tools/EllipseTool.tscn",
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[Global.LayerTypes.PIXEL],
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"""Hold %s to create a 1:1 shape
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Hold %s to center the shape on the click origin
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Hold %s to displace the shape's origin""",
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["shape_perfect", "shape_center", "shape_displace"]
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)
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),
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"3DShapeEdit":
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Tool.new(
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"3DShapeEdit",
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"3D Shape Edit",
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"3dshapeedit",
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"res://src/Tools/3DShapeEdit.tscn",
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[Global.LayerTypes.THREE_D]
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),
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}
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var _tool_button_scene := preload("res://src/Tools/ToolButton.tscn")
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var _slots := {}
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var _panels := {}
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var _curr_layer_type := Global.LayerTypes.PIXEL
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var _left_tools_per_layer_type := {
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Global.LayerTypes.PIXEL: "Pencil",
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Global.LayerTypes.THREE_D: "3DShapeEdit",
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}
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var _right_tools_per_layer_type := {
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Global.LayerTypes.PIXEL: "Eraser",
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Global.LayerTypes.THREE_D: "Pan",
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}
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var _tool_buttons: Node
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var _active_button := -1
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var _last_position := Vector2i(Vector2.INF)
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class Tool:
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var name := ""
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var display_name := ""
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var scene_path: String
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var scene: PackedScene
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var icon: Texture2D
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var cursor_icon: Texture2D
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var shortcut := ""
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var extra_hint := ""
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var extra_shortcuts: PackedStringArray = []
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var layer_types: PackedInt32Array = []
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var button_node: BaseButton
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func _init(
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_name: String,
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_display_name: String,
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_shortcut: String,
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_scene_path: String,
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_layer_types: PackedInt32Array = [],
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_extra_hint := "",
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_extra_shortucts: PackedStringArray = []
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) -> void:
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name = _name
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display_name = _display_name
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shortcut = _shortcut
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scene_path = _scene_path
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layer_types = _layer_types
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extra_hint = _extra_hint
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extra_shortcuts = _extra_shortucts
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icon = load("res://assets/graphics/tools/%s.png" % name.to_lower())
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cursor_icon = load("res://assets/graphics/tools/cursors/%s.png" % name.to_lower())
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func instantiate_scene() -> Node:
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if not is_instance_valid(scene):
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scene = load(scene_path)
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return scene.instantiate()
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func generate_hint_tooltip() -> String:
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var hint := display_name
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var shortcuts := []
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var left_text := ""
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var right_text := ""
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if InputMap.has_action("left_" + shortcut + "_tool"):
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var left_list := InputMap.action_get_events("left_" + shortcut + "_tool")
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if left_list.size() > 0:
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var left_shortcut: String = left_list[0].as_text()
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shortcuts.append(left_shortcut)
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left_text = "\n%s for left mouse button"
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if InputMap.has_action("right_" + shortcut + "_tool"):
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var right_list := InputMap.action_get_events("right_" + shortcut + "_tool")
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if right_list.size() > 0:
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var right_shortcut: String = right_list[0].as_text()
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shortcuts.append(right_shortcut)
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right_text = "\n%s for right mouse button"
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if !shortcuts.is_empty():
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hint += "\n" + left_text + right_text
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if !extra_hint.is_empty():
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hint += "\n\n" + extra_hint
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var extra_shortcuts_mapped := []
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for action in extra_shortcuts:
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var key_string := "None"
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var events := InputMap.action_get_events(action)
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if events.size() > 0:
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key_string = events[0].as_text()
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extra_shortcuts_mapped.append(key_string)
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shortcuts.append_array(extra_shortcuts_mapped)
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if shortcuts.is_empty():
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hint = tr(hint)
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else:
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hint = tr(hint) % shortcuts
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return hint
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class Slot:
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var name: String
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var kname: String
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var tool_node: Node = null
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var button: int
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var color: Color
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func _init(slot_name: String) -> void:
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name = slot_name
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kname = name.replace(" ", "_").to_lower()
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func _ready() -> void:
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Global.cel_changed.connect(_cel_changed)
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_tool_buttons = Global.control.find_child("ToolButtons")
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for t in tools:
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add_tool_button(tools[t])
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var tool_shortcut: String = tools[t].shortcut
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var left_tool_shortcut := "left_%s_tool" % tool_shortcut
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var right_tool_shortcut := "right_%s_tool" % tool_shortcut
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Keychain.actions[left_tool_shortcut] = Keychain.InputAction.new("", "Left")
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Keychain.actions[right_tool_shortcut] = Keychain.InputAction.new("", "Right")
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_slots[MOUSE_BUTTON_LEFT] = Slot.new("Left tool")
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_slots[MOUSE_BUTTON_RIGHT] = Slot.new("Right tool")
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_panels[MOUSE_BUTTON_LEFT] = Global.control.find_child("LeftPanelContainer", true, false)
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_panels[MOUSE_BUTTON_RIGHT] = Global.control.find_child("RightPanelContainer", true, false)
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var default_left_tool: String = _left_tools_per_layer_type[0]
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var default_right_tool: String = _right_tools_per_layer_type[0]
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var tool_name: String = Global.config_cache.get_value(
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_slots[MOUSE_BUTTON_LEFT].kname, "tool", default_left_tool
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)
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if not tool_name in tools or not _is_tool_available(Global.LayerTypes.PIXEL, tools[tool_name]):
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tool_name = default_left_tool
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set_tool(tool_name, MOUSE_BUTTON_LEFT)
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tool_name = Global.config_cache.get_value(
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_slots[MOUSE_BUTTON_RIGHT].kname, "tool", default_right_tool
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)
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if not tool_name in tools or not _is_tool_available(Global.LayerTypes.PIXEL, tools[tool_name]):
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tool_name = default_right_tool
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set_tool(tool_name, MOUSE_BUTTON_RIGHT)
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update_tool_buttons()
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horizontal_mirror = Global.config_cache.get_value("preferences", "horizontal_mirror", false)
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vertical_mirror = Global.config_cache.get_value("preferences", "vertical_mirror", false)
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pixel_perfect = Global.config_cache.get_value("preferences", "pixel_perfect", false)
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# Yield is necessary for the color picker nodes to update their color values
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await get_tree().process_frame
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var color_value: Color = Global.config_cache.get_value(
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_slots[MOUSE_BUTTON_LEFT].kname, "color", Color.BLACK
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)
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assign_color(color_value, MOUSE_BUTTON_LEFT, false)
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color_value = Global.config_cache.get_value(
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_slots[MOUSE_BUTTON_RIGHT].kname, "color", Color.WHITE
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)
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assign_color(color_value, MOUSE_BUTTON_RIGHT, false)
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update_tool_cursors()
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var layer: BaseLayer = Global.current_project.layers[Global.current_project.current_layer]
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var layer_type := layer.get_layer_type()
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_show_relevant_tools(layer_type)
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func add_tool_button(t: Tool) -> void:
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var tool_button: BaseButton = _tool_button_scene.instantiate()
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tool_button.name = t.name
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tool_button.get_node("BackgroundLeft").modulate = Global.left_tool_color
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tool_button.get_node("BackgroundRight").modulate = Global.right_tool_color
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tool_button.get_node("ToolIcon").texture = t.icon
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tool_button.tooltip_text = t.generate_hint_tooltip()
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t.button_node = tool_button
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_tool_buttons.add_child(tool_button)
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tool_button.pressed.connect(_tool_buttons._on_Tool_pressed.bind(tool_button))
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func remove_tool(t: Tool) -> void:
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t.button_node.queue_free()
|
||
tools.erase(t.name)
|
||
|
||
|
||
func set_tool(tool_name: String, button: int) -> void:
|
||
var slot: Slot = _slots[button]
|
||
var panel: Node = _panels[button]
|
||
var node: Node = tools[tool_name].instantiate_scene()
|
||
if button == MOUSE_BUTTON_LEFT: # As guides are only moved with left mouse
|
||
if tool_name == "Pan": # tool you want to give more access at guides
|
||
Global.move_guides_on_canvas = true
|
||
else:
|
||
Global.move_guides_on_canvas = false
|
||
node.name = tool_name
|
||
node.tool_slot = slot
|
||
slot.tool_node = node
|
||
slot.button = button
|
||
panel.add_child(slot.tool_node)
|
||
|
||
if _curr_layer_type == Global.LayerTypes.GROUP:
|
||
return
|
||
if button == MOUSE_BUTTON_LEFT:
|
||
_left_tools_per_layer_type[_curr_layer_type] = tool_name
|
||
elif button == MOUSE_BUTTON_RIGHT:
|
||
_right_tools_per_layer_type[_curr_layer_type] = tool_name
|
||
|
||
|
||
func assign_tool(tool_name: String, button: int) -> void:
|
||
var slot: Slot = _slots[button]
|
||
var panel: Node = _panels[button]
|
||
|
||
if slot.tool_node != null:
|
||
if slot.tool_node.name == tool_name:
|
||
return
|
||
panel.remove_child(slot.tool_node)
|
||
slot.tool_node.queue_free()
|
||
|
||
set_tool(tool_name, button)
|
||
update_tool_buttons()
|
||
update_tool_cursors()
|
||
Global.config_cache.set_value(slot.kname, "tool", tool_name)
|
||
|
||
|
||
func default_color() -> void:
|
||
assign_color(Color.BLACK, MOUSE_BUTTON_LEFT)
|
||
assign_color(Color.WHITE, MOUSE_BUTTON_RIGHT)
|
||
|
||
|
||
func swap_color() -> void:
|
||
var left = _slots[MOUSE_BUTTON_LEFT].color
|
||
var right = _slots[MOUSE_BUTTON_RIGHT].color
|
||
assign_color(right, MOUSE_BUTTON_LEFT, false)
|
||
assign_color(left, MOUSE_BUTTON_RIGHT, false)
|
||
|
||
|
||
func assign_color(color: Color, button: int, change_alpha := true) -> void:
|
||
var c: Color = _slots[button].color
|
||
# This was requested by Issue #54 on GitHub
|
||
if color.a == 0 and change_alpha:
|
||
if color.r != c.r or color.g != c.g or color.b != c.b:
|
||
color.a = 1
|
||
_slots[button].color = color
|
||
Global.config_cache.set_value(_slots[button].kname, "color", color)
|
||
color_changed.emit(color, button)
|
||
# If current palette has that color then select that color
|
||
Global.palette_panel.palette_grid.find_and_select_color(button, color)
|
||
|
||
|
||
func get_assigned_color(button: int) -> Color:
|
||
return _slots[button].color
|
||
|
||
|
||
func set_button_size(button_size: int) -> void:
|
||
var size := Vector2(24, 24) if button_size == Global.ButtonSize.SMALL else Vector2(32, 32)
|
||
for t in _tool_buttons.get_children():
|
||
t.custom_minimum_size = size
|
||
|
||
|
||
func update_tool_buttons() -> void:
|
||
for child in _tool_buttons.get_children():
|
||
var left_background: NinePatchRect = child.get_node("BackgroundLeft")
|
||
var right_background: NinePatchRect = child.get_node("BackgroundRight")
|
||
left_background.visible = _slots[MOUSE_BUTTON_LEFT].tool_node.name == child.name
|
||
right_background.visible = _slots[MOUSE_BUTTON_RIGHT].tool_node.name == child.name
|
||
|
||
|
||
func update_hint_tooltips() -> void:
|
||
await get_tree().process_frame
|
||
for tool_name in tools:
|
||
var t: Tool = tools[tool_name]
|
||
t.button_node.tooltip_text = t.generate_hint_tooltip()
|
||
|
||
|
||
func update_tool_cursors() -> void:
|
||
var left_tool: Tool = tools[_slots[MOUSE_BUTTON_LEFT].tool_node.name]
|
||
Global.control.left_cursor.texture = left_tool.cursor_icon
|
||
var right_tool: Tool = tools[_slots[MOUSE_BUTTON_RIGHT].tool_node.name]
|
||
Global.control.right_cursor.texture = right_tool.cursor_icon
|
||
|
||
|
||
func draw_indicator() -> void:
|
||
if Global.right_square_indicator_visible:
|
||
_slots[MOUSE_BUTTON_RIGHT].tool_node.draw_indicator(false)
|
||
if Global.left_square_indicator_visible:
|
||
_slots[MOUSE_BUTTON_LEFT].tool_node.draw_indicator(true)
|
||
|
||
|
||
func draw_preview() -> void:
|
||
_slots[MOUSE_BUTTON_LEFT].tool_node.draw_preview()
|
||
_slots[MOUSE_BUTTON_RIGHT].tool_node.draw_preview()
|
||
|
||
|
||
func handle_draw(position: Vector2i, event: InputEvent) -> void:
|
||
if not Global.can_draw:
|
||
return
|
||
|
||
var draw_pos := position
|
||
if Global.mirror_view:
|
||
draw_pos.x = Global.current_project.size.x - position.x - 1
|
||
|
||
if event.is_action_pressed("activate_left_tool") and _active_button == -1:
|
||
_active_button = MOUSE_BUTTON_LEFT
|
||
_slots[_active_button].tool_node.draw_start(draw_pos)
|
||
elif event.is_action_released("activate_left_tool") and _active_button == MOUSE_BUTTON_LEFT:
|
||
_slots[_active_button].tool_node.draw_end(draw_pos)
|
||
_active_button = -1
|
||
elif event.is_action_pressed("activate_right_tool") and _active_button == -1:
|
||
_active_button = MOUSE_BUTTON_RIGHT
|
||
_slots[_active_button].tool_node.draw_start(draw_pos)
|
||
elif event.is_action_released("activate_right_tool") and _active_button == MOUSE_BUTTON_RIGHT:
|
||
_slots[_active_button].tool_node.draw_end(draw_pos)
|
||
_active_button = -1
|
||
|
||
if event is InputEventMouseMotion:
|
||
pen_pressure = event.pressure
|
||
# Workaround https://github.com/godotengine/godot/issues/53033#issuecomment-930409407
|
||
# If a pressure value of 1 is encountered, "correct" the value by
|
||
# extrapolating from the delta of the past two values. This will
|
||
# correct the jumping to 1 error while also allowing values that
|
||
# are "supposed" to be 1.
|
||
if pen_pressure == 1 && pressure_buf[0] != 0:
|
||
pen_pressure = minf(1, pressure_buf[0] + pressure_buf[0] - pressure_buf[1])
|
||
pressure_buf.pop_back()
|
||
pressure_buf.push_front(pen_pressure)
|
||
pen_pressure = remap(pen_pressure, pen_pressure_min, pen_pressure_max, 0.0, 1.0)
|
||
pen_pressure = clampf(pen_pressure, 0.0, 1.0)
|
||
|
||
mouse_velocity = event.velocity.length() / mouse_velocity_max
|
||
mouse_velocity = remap(
|
||
mouse_velocity, mouse_velocity_min_thres, mouse_velocity_max_thres, 0.0, 1.0
|
||
)
|
||
mouse_velocity = clampf(mouse_velocity, 0.0, 1.0)
|
||
if dynamics_alpha != Dynamics.PRESSURE and dynamics_size != Dynamics.PRESSURE:
|
||
pen_pressure = 1.0
|
||
if dynamics_alpha != Dynamics.VELOCITY and dynamics_size != Dynamics.VELOCITY:
|
||
mouse_velocity = 1.0
|
||
if not position == _last_position:
|
||
_last_position = position
|
||
_slots[MOUSE_BUTTON_LEFT].tool_node.cursor_move(position)
|
||
_slots[MOUSE_BUTTON_RIGHT].tool_node.cursor_move(position)
|
||
if _active_button != -1:
|
||
_slots[_active_button].tool_node.draw_move(draw_pos)
|
||
|
||
var project := Global.current_project
|
||
var text := "[%s×%s]" % [project.size.x, project.size.y]
|
||
if Global.has_focus:
|
||
text += " %s, %s" % [position.x, position.y]
|
||
if not _slots[MOUSE_BUTTON_LEFT].tool_node.cursor_text.is_empty():
|
||
text += " %s" % _slots[MOUSE_BUTTON_LEFT].tool_node.cursor_text
|
||
if not _slots[MOUSE_BUTTON_RIGHT].tool_node.cursor_text.is_empty():
|
||
text += " %s" % _slots[MOUSE_BUTTON_RIGHT].tool_node.cursor_text
|
||
Global.cursor_position_label.text = text
|
||
|
||
|
||
func get_alpha_dynamic(strength := 1.0) -> float:
|
||
if dynamics_alpha == Dynamics.PRESSURE:
|
||
strength *= lerpf(alpha_min, alpha_max, pen_pressure)
|
||
elif dynamics_alpha == Dynamics.VELOCITY:
|
||
strength *= lerpf(alpha_min, alpha_max, mouse_velocity)
|
||
return strength
|
||
|
||
|
||
func _cel_changed() -> void:
|
||
var layer: BaseLayer = Global.current_project.layers[Global.current_project.current_layer]
|
||
var layer_type := layer.get_layer_type()
|
||
# Do not make any changes when its the same type of layer, or a group layer
|
||
if layer_type == _curr_layer_type or layer_type == Global.LayerTypes.GROUP:
|
||
return
|
||
_show_relevant_tools(layer_type)
|
||
|
||
|
||
func _show_relevant_tools(layer_type: Global.LayerTypes) -> void:
|
||
# Hide tools that are not available in the current layer type
|
||
for button in _tool_buttons.get_children():
|
||
var tool_name: String = button.name
|
||
var t: Tool = tools[tool_name]
|
||
var hide_tool := _is_tool_available(layer_type, t)
|
||
button.visible = hide_tool
|
||
|
||
# Assign new tools if the layer type has changed
|
||
_curr_layer_type = layer_type
|
||
var new_tool_name: String = _left_tools_per_layer_type[layer_type]
|
||
assign_tool(new_tool_name, MOUSE_BUTTON_LEFT)
|
||
|
||
new_tool_name = _right_tools_per_layer_type[layer_type]
|
||
assign_tool(new_tool_name, MOUSE_BUTTON_RIGHT)
|
||
|
||
|
||
func _is_tool_available(layer_type: int, t: Tool) -> bool:
|
||
return t.layer_types.is_empty() or layer_type in t.layer_types
|