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Pixelorama/src/Tools/Move.gd
2021-08-30 01:22:13 +03:00

141 lines
4.7 KiB
GDScript

extends BaseTool
var _undo_data := {}
var _start_pos : Vector2
var _offset : Vector2
# Used to check if the state of content transformation has been changed
# while draw_move() is being called. For example, pressing Enter while still moving content
var _content_transformation_check := false
var _snap_to_grid := false # Mouse Click + Ctrl
onready var selection_node : Node2D = Global.canvas.selection
func _input(event : InputEvent) -> void:
if _start_pos != Vector2.INF:
if event.is_action_pressed("ctrl"):
_snap_to_grid = true
var grid_size := Vector2(Global.grid_width, Global.grid_height)
_offset = _offset.snapped(grid_size)
if Global.current_project.has_selection:
var prev_pos = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = selection_node.big_bounding_rectangle.position.snapped(grid_size)
selection_node.marching_ants_outline.offset += selection_node.big_bounding_rectangle.position - prev_pos
elif event.is_action_released("ctrl"):
_snap_to_grid = false
func draw_start(position : Vector2) -> void:
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
_start_pos = position
_offset = position
_undo_data = _get_undo_data()
if Global.current_project.has_selection:
selection_node.transform_content_start()
_content_transformation_check = selection_node.is_moving_content
func draw_move(position : Vector2) -> void:
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
# This is true if content transformation has been confirmed (pressed Enter for example)
# while the content is being moved
if _content_transformation_check != selection_node.is_moving_content:
return
if Tools.shift: # Snap to axis
var angle := position.angle_to_point(_start_pos)
if abs(angle) <= PI / 4 or abs(angle) >= 3*PI / 4:
position.y = _start_pos.y
else:
position.x = _start_pos.x
if _snap_to_grid: # Snap to grid
position = position.snapped(Vector2(Global.grid_width, Global.grid_height))
position += Vector2(Global.grid_offset_x, Global.grid_offset_y)
if Global.current_project.has_selection:
selection_node.move_content(position - _offset)
else:
Global.canvas.move_preview_location = position - _start_pos
_offset = position
func draw_end(position : Vector2) -> void:
if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
return
if _start_pos != Vector2.INF and _content_transformation_check == selection_node.is_moving_content:
if Tools.shift: # Snap to axis
var angle := position.angle_to_point(_start_pos)
if abs(angle) <= PI / 4 or abs(angle) >= 3*PI / 4:
position.y = _start_pos.y
else:
position.x = _start_pos.x
if _snap_to_grid: # Snap to grid
position = position.snapped(Vector2(Global.grid_width, Global.grid_height))
position += Vector2(Global.grid_offset_x, Global.grid_offset_y)
var pixel_diff : Vector2 = position - _start_pos
var project : Project = Global.current_project
if project.has_selection:
selection_node.move_borders_end()
else:
Global.canvas.move_preview_location = Vector2.ZERO
var images := _get_selected_draw_images()
for image in images:
var image_copy := Image.new()
image_copy.copy_from(image)
image.fill(Color(0, 0, 0, 0))
image.blit_rect(image_copy, Rect2(Vector2.ZERO, project.size), pixel_diff)
commit_undo("Draw")
_start_pos = Vector2.INF
_snap_to_grid = false
func commit_undo(action : String) -> void:
var redo_data := _get_undo_data()
var project : Project = Global.current_project
var frame := -1
var layer := -1
if Global.animation_timer.is_stopped() and project.selected_cels.size() == 1:
frame = project.current_frame
layer = project.current_layer
project.undos += 1
project.undo_redo.create_action(action)
for image in redo_data:
project.undo_redo.add_do_property(image, "data", redo_data[image])
image.unlock()
for image in _undo_data:
project.undo_redo.add_undo_property(image, "data", _undo_data[image])
project.undo_redo.add_do_method(Global, "redo", frame, layer)
project.undo_redo.add_undo_method(Global, "undo", frame, layer)
project.undo_redo.commit_action()
_undo_data.clear()
func _get_undo_data() -> Dictionary:
var data := {}
var project : Project = Global.current_project
var cels := [] # Array of Cels
if Global.animation_timer.is_stopped():
for cel_index in project.selected_cels:
cels.append(project.frames[cel_index[0]].cels[cel_index[1]])
else:
for frame in project.frames:
var cel : Cel = frame.cels[project.current_layer]
cels.append(cel)
for cel in cels:
var image : Image = cel.image
image.unlock()
data[image] = image.data
image.lock()
return data