mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-19 09:39:48 +00:00
cc332c6cbf
Previously it was possible to hold the right mouse button while the left was being held, then release the left and once the right button is released, the right tool would get activated. This commit ensures that the right tool gets activated only on first press of the right mouse button, if the left isn't already activated.
414 lines
13 KiB
GDScript
414 lines
13 KiB
GDScript
extends Node
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signal color_changed(color, button)
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var pen_pressure := 1.0
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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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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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preload("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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preload("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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preload("res://src/Tools/SelectionTools/PolygonSelect.tscn"),
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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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preload("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",
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"Magic Wand",
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"magic_wand",
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preload("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",
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"Lasso / Free Select Tool",
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"lasso",
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preload("res://src/Tools/SelectionTools/Lasso.tscn")
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),
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"Move": Tool.new("Move", "Move", "move", preload("res://src/Tools/Move.tscn")),
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"Zoom": Tool.new("Zoom", "Zoom", "zoom", preload("res://src/Tools/Zoom.tscn")),
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"Pan": Tool.new("Pan", "Pan", "pan", preload("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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preload("res://src/Tools/ColorPicker.tscn"),
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"Select a color from a pixel of the sprite"
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),
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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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preload("res://src/Tools/Pencil.tscn"),
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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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preload("res://src/Tools/Eraser.tscn"),
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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": Tool.new("Bucket", "Bucket", "fill", preload("res://src/Tools/Bucket.tscn")),
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"Shading":
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Tool.new("Shading", "Shading Tool", "shading", preload("res://src/Tools/Shading.tscn")),
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"LineTool":
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Tool.new(
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"LineTool",
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"Line Tool",
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"linetool",
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preload("res://src/Tools/LineTool.tscn"),
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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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"RectangleTool":
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Tool.new(
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"RectangleTool",
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"Rectangle Tool",
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"rectangletool",
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preload("res://src/Tools/RectangleTool.tscn"),
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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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"EllipseTool":
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Tool.new(
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"EllipseTool",
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"Ellipse Tool",
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"ellipsetool",
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preload("res://src/Tools/EllipseTool.tscn"),
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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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var _tool_button_scene: PackedScene = preload("res://src/Tools/ToolButton.tscn")
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var _slots := {}
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var _panels := {}
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var _tool_buttons: Node
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var _active_button := -1
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var _last_position := 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: PackedScene
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var icon: Texture
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var cursor_icon: Texture
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var shortcut := ""
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var extra_hint := ""
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var extra_shortcuts := [] # Array of String(s)
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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: PackedScene,
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_extra_hint := "",
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_extra_shortucts := []
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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 = _scene
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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 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.get_action_list("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.get_action_list("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.empty():
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hint += "\n" + left_text + right_text
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if !extra_hint.empty():
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hint += "\n\n" + extra_hint
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var extra_shortcuts_mapped := []
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for event in extra_shortcuts:
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var key: InputEventKey = Keychain.action_get_first_key(event)
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var key_string := "None"
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if key:
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key_string = OS.get_scancode_string(key.get_scancode_with_modifiers())
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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.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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_tool_buttons = Global.control.find_node("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.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[BUTTON_LEFT] = Slot.new("Left tool")
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_slots[BUTTON_RIGHT] = Slot.new("Right tool")
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_panels[BUTTON_LEFT] = Global.control.find_node("LeftPanelContainer", true, false)
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_panels[BUTTON_RIGHT] = Global.control.find_node("RightPanelContainer", true, false)
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var tool_name: String = Global.config_cache.get_value(
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_slots[BUTTON_LEFT].kname, "tool", "Pencil"
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)
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if not tool_name in tools:
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tool_name = "Pencil"
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set_tool(tool_name, BUTTON_LEFT)
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tool_name = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "tool", "Eraser")
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if not tool_name in tools:
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tool_name = "Eraser"
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set_tool(tool_name, 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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yield(get_tree(), "idle_frame")
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var color_value: Color = Global.config_cache.get_value(
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_slots[BUTTON_LEFT].kname, "color", Color.black
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)
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assign_color(color_value, BUTTON_LEFT, false)
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color_value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "color", Color.white)
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assign_color(color_value, BUTTON_RIGHT, false)
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update_tool_cursors()
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func add_tool_button(t: Tool) -> void:
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var tool_button: BaseButton = _tool_button_scene.instance()
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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.hint_tooltip = 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.connect("pressed", _tool_buttons, "_on_Tool_pressed", [tool_button])
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func remove_tool(t: Tool) -> void:
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t.button_node.queue_free()
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tools.erase(t.name)
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func set_tool(name: String, button: int) -> void:
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var slot = _slots[button]
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var panel: Node = _panels[button]
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var node: Node = tools[name].scene.instance()
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if button == BUTTON_LEFT: # As guides are only moved with left mouse
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if name == "Pan": # tool you want to give more access at guides
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Global.move_guides_on_canvas = true
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else:
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Global.move_guides_on_canvas = false
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node.name = name
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node.tool_slot = slot
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slot.tool_node = node
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slot.button = button
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panel.add_child(slot.tool_node)
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func assign_tool(name: String, button: int) -> void:
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var slot = _slots[button]
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var panel: Node = _panels[button]
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if slot.tool_node != null:
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if slot.tool_node.name == name:
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return
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panel.remove_child(slot.tool_node)
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slot.tool_node.queue_free()
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set_tool(name, button)
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update_tool_buttons()
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update_tool_cursors()
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Global.config_cache.set_value(slot.kname, "tool", name)
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func default_color() -> void:
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assign_color(Color.black, BUTTON_LEFT)
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assign_color(Color.white, BUTTON_RIGHT)
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func swap_color() -> void:
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var left = _slots[BUTTON_LEFT].color
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var right = _slots[BUTTON_RIGHT].color
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assign_color(right, BUTTON_LEFT, false)
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assign_color(left, BUTTON_RIGHT, false)
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func assign_color(color: Color, button: int, change_alpha := true) -> void:
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var c: Color = _slots[button].color
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# This was requested by Issue #54 on GitHub
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if color.a == 0 and change_alpha:
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if color.r != c.r or color.g != c.g or color.b != c.b:
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color.a = 1
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_slots[button].color = color
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Global.config_cache.set_value(_slots[button].kname, "color", color)
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emit_signal("color_changed", color, button)
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# If current palette has that color then select that color
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Global.palette_panel.palette_grid.find_and_select_color(button, color)
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func get_assigned_color(button: int) -> Color:
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return _slots[button].color
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func set_button_size(button_size: int) -> void:
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var size := Vector2(24, 24) if button_size == Global.ButtonSize.SMALL else Vector2(32, 32)
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for t in _tool_buttons.get_children():
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t.rect_min_size = size
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t.get_node("BackgroundLeft").rect_size.x = size.x / 2
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t.get_node("BackgroundRight").rect_size.x = size.x / 2
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t.get_node("BackgroundRight").rect_position = size
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func update_tool_buttons() -> void:
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for child in _tool_buttons.get_children():
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var left_background: NinePatchRect = child.get_node("BackgroundLeft")
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var right_background: NinePatchRect = child.get_node("BackgroundRight")
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left_background.visible = _slots[BUTTON_LEFT].tool_node.name == child.name
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right_background.visible = _slots[BUTTON_RIGHT].tool_node.name == child.name
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func update_hint_tooltips() -> void:
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for tool_name in tools:
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var t: Tool = tools[tool_name]
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t.button_node.hint_tooltip = t.generate_hint_tooltip()
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func update_tool_cursors() -> void:
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var left_tool: Tool = tools[_slots[BUTTON_LEFT].tool_node.name]
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Global.control.left_cursor.texture = left_tool.cursor_icon
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var right_tool: Tool = tools[_slots[BUTTON_RIGHT].tool_node.name]
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Global.control.right_cursor.texture = right_tool.cursor_icon
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func draw_indicator() -> void:
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if Global.right_square_indicator_visible:
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_slots[BUTTON_RIGHT].tool_node.draw_indicator(false)
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if Global.left_square_indicator_visible:
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_slots[BUTTON_LEFT].tool_node.draw_indicator(true)
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func draw_preview() -> void:
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_slots[BUTTON_LEFT].tool_node.draw_preview()
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_slots[BUTTON_RIGHT].tool_node.draw_preview()
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func handle_draw(position: Vector2, event: InputEvent) -> void:
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if not (Global.can_draw and Global.has_focus):
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return
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var draw_pos := position
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if Global.mirror_view:
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draw_pos.x = Global.current_project.size.x - position.x - 1
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if event.is_action_pressed("activate_left_tool") and _active_button == -1:
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_active_button = BUTTON_LEFT
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_slots[_active_button].tool_node.draw_start(draw_pos)
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elif event.is_action_released("activate_left_tool") and _active_button == BUTTON_LEFT:
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_slots[_active_button].tool_node.draw_end(draw_pos)
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_active_button = -1
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elif event.is_action_pressed("activate_right_tool") and _active_button == -1:
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_active_button = BUTTON_RIGHT
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_slots[_active_button].tool_node.draw_start(draw_pos)
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elif event.is_action_released("activate_right_tool") and _active_button == BUTTON_RIGHT:
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_slots[_active_button].tool_node.draw_end(draw_pos)
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_active_button = -1
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if event is InputEventMouseMotion:
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pen_pressure = event.pressure
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if Global.pressure_sensitivity_mode == Global.PressureSensitivity.NONE:
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pen_pressure = 1.0
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if not position.is_equal_approx(_last_position):
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_last_position = position
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_slots[BUTTON_LEFT].tool_node.cursor_move(position)
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_slots[BUTTON_RIGHT].tool_node.cursor_move(position)
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if _active_button != -1:
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_slots[_active_button].tool_node.draw_move(draw_pos)
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var project: Project = Global.current_project
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var text := "[%s×%s]" % [project.size.x, project.size.y]
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if Global.has_focus:
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text += " %s, %s" % [position.x, position.y]
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if not _slots[BUTTON_LEFT].tool_node.cursor_text.empty():
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text += " %s" % _slots[BUTTON_LEFT].tool_node.cursor_text
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if not _slots[BUTTON_RIGHT].tool_node.cursor_text.empty():
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text += " %s" % _slots[BUTTON_RIGHT].tool_node.cursor_text
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Global.cursor_position_label.text = text
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