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Pixelorama/src/Autoload/Tools.gd
Variable 4b4b0773ff
Highlight color in palette if it's selected in color slots (#730)
* select pallete color (if present)

* find and select color

* [skip ci] Update CHANGELOG.md

Co-authored-by: Emmanouil Papadeas <manoschool@yahoo.gr>
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2022-09-12 02:03:14 +03:00

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extends Node
signal color_changed(color, button)
var pen_pressure := 1.0
var horizontal_mirror := false
var vertical_mirror := false
var pixel_perfect := false
var tools := {
"RectSelect":
Tool.new(
"RectSelect",
"Rectangular Selection",
"rectangle_select",
preload("res://src/Tools/SelectionTools/RectSelect.tscn")
),
"EllipseSelect":
Tool.new(
"EllipseSelect",
"Elliptical Selection",
"ellipse_select",
preload("res://src/Tools/SelectionTools/EllipseSelect.tscn")
),
"PolygonSelect":
Tool.new(
"PolygonSelect",
"Polygonal Selection",
"polygon_select",
preload("res://src/Tools/SelectionTools/PolygonSelect.tscn"),
"Double-click to connect the last point to the starting point"
),
"ColorSelect":
Tool.new(
"ColorSelect",
"Select By Color",
"color_select",
preload("res://src/Tools/SelectionTools/ColorSelect.tscn")
),
"MagicWand":
Tool.new(
"MagicWand",
"Magic Wand",
"magic_wand",
preload("res://src/Tools/SelectionTools/MagicWand.tscn")
),
"Lasso":
Tool.new(
"Lasso",
"Lasso / Free Select Tool",
"lasso",
preload("res://src/Tools/SelectionTools/Lasso.tscn")
),
"Move": Tool.new("Move", "Move", "move", preload("res://src/Tools/Move.tscn")),
"Zoom": Tool.new("Zoom", "Zoom", "zoom", preload("res://src/Tools/Zoom.tscn")),
"Pan": Tool.new("Pan", "Pan", "pan", preload("res://src/Tools/Pan.tscn")),
"ColorPicker":
Tool.new(
"ColorPicker",
"Color Picker",
"colorpicker",
preload("res://src/Tools/ColorPicker.tscn"),
"Select a color from a pixel of the sprite"
),
"Pencil":
Tool.new(
"Pencil",
"Pencil",
"pencil",
preload("res://src/Tools/Pencil.tscn"),
"Hold %s to make a line",
["draw_create_line"]
),
"Eraser":
Tool.new(
"Eraser",
"Eraser",
"eraser",
preload("res://src/Tools/Eraser.tscn"),
"Hold %s to make a line",
["draw_create_line"]
),
"Bucket": Tool.new("Bucket", "Bucket", "fill", preload("res://src/Tools/Bucket.tscn")),
"Shading":
Tool.new("Shading", "Shading Tool", "shading", preload("res://src/Tools/Shading.tscn")),
"LineTool":
Tool.new(
"LineTool",
"Line Tool",
"linetool",
preload("res://src/Tools/LineTool.tscn"),
"""Hold %s to snap the angle of the line
Hold %s to center the shape on the click origin
Hold %s to displace the shape's origin""",
["shape_perfect", "shape_center", "shape_displace"]
),
"RectangleTool":
Tool.new(
"RectangleTool",
"Rectangle Tool",
"rectangletool",
preload("res://src/Tools/RectangleTool.tscn"),
"""Hold %s to create a 1:1 shape
Hold %s to center the shape on the click origin
Hold %s to displace the shape's origin""",
["shape_perfect", "shape_center", "shape_displace"]
),
"EllipseTool":
Tool.new(
"EllipseTool",
"Ellipse Tool",
"ellipsetool",
preload("res://src/Tools/EllipseTool.tscn"),
"""Hold %s to create a 1:1 shape
Hold %s to center the shape on the click origin
Hold %s to displace the shape's origin""",
["shape_perfect", "shape_center", "shape_displace"]
),
}
var _tool_button_scene: PackedScene = preload("res://src/Tools/ToolButton.tscn")
var _slots := {}
var _panels := {}
var _tool_buttons: Node
var _active_button := -1
var _last_position := Vector2.INF
class Tool:
var name := ""
var display_name := ""
var scene: PackedScene
var icon: Texture
var cursor_icon: Texture
var shortcut := ""
var extra_hint := ""
var extra_shortcuts := [] # Array of String(s)
var button_node: BaseButton
func _init(
_name: String,
_display_name: String,
_shortcut: String,
_scene: PackedScene,
_extra_hint := "",
_extra_shortucts := []
) -> void:
name = _name
display_name = _display_name
shortcut = _shortcut
scene = _scene
extra_hint = _extra_hint
extra_shortcuts = _extra_shortucts
icon = load("res://assets/graphics/tools/%s.png" % name.to_lower())
cursor_icon = load("res://assets/graphics/tools/cursors/%s.png" % name.to_lower())
func generate_hint_tooltip() -> String:
var hint := display_name
var shortcuts := []
var left_text := ""
var right_text := ""
if InputMap.has_action("left_" + shortcut + "_tool"):
var left_list := InputMap.get_action_list("left_" + shortcut + "_tool")
if left_list.size() > 0:
var left_shortcut: String = left_list[0].as_text()
shortcuts.append(left_shortcut)
left_text = "\n%s for left mouse button"
if InputMap.has_action("right_" + shortcut + "_tool"):
var right_list := InputMap.get_action_list("right_" + shortcut + "_tool")
if right_list.size() > 0:
var right_shortcut: String = right_list[0].as_text()
shortcuts.append(right_shortcut)
right_text = "\n%s for right mouse button"
if !shortcuts.empty():
hint += "\n" + left_text + right_text
if !extra_hint.empty():
hint += "\n\n" + extra_hint
var extra_shortcuts_mapped := []
for event in extra_shortcuts:
var key: InputEventKey = Keychain.action_get_first_key(event)
var key_string := "None"
if key:
key_string = OS.get_scancode_string(key.get_scancode_with_modifiers())
extra_shortcuts_mapped.append(key_string)
shortcuts.append_array(extra_shortcuts_mapped)
if shortcuts.empty():
hint = tr(hint)
else:
hint = tr(hint) % shortcuts
return hint
class Slot:
var name: String
var kname: String
var tool_node: Node = null
var button: int
var color: Color
func _init(slot_name: String) -> void:
name = slot_name
kname = name.replace(" ", "_").to_lower()
func _ready() -> void:
_tool_buttons = Global.control.find_node("ToolButtons")
for t in tools:
add_tool_button(tools[t])
var tool_shortcut: String = Tools.tools[t].shortcut
var left_tool_shortcut := "left_%s_tool" % tool_shortcut
var right_tool_shortcut := "right_%s_tool" % tool_shortcut
Keychain.actions[left_tool_shortcut] = Keychain.InputAction.new("", "Left")
Keychain.actions[right_tool_shortcut] = Keychain.InputAction.new("", "Right")
_slots[BUTTON_LEFT] = Slot.new("Left tool")
_slots[BUTTON_RIGHT] = Slot.new("Right tool")
_panels[BUTTON_LEFT] = Global.control.find_node("LeftPanelContainer", true, false)
_panels[BUTTON_RIGHT] = Global.control.find_node("RightPanelContainer", true, false)
var tool_name: String = Global.config_cache.get_value(
_slots[BUTTON_LEFT].kname, "tool", "Pencil"
)
if not tool_name in tools:
tool_name = "Pencil"
set_tool(tool_name, BUTTON_LEFT)
tool_name = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "tool", "Eraser")
if not tool_name in tools:
tool_name = "Eraser"
set_tool(tool_name, BUTTON_RIGHT)
update_tool_buttons()
horizontal_mirror = Global.config_cache.get_value("preferences", "horizontal_mirror", false)
vertical_mirror = Global.config_cache.get_value("preferences", "vertical_mirror", false)
pixel_perfect = Global.config_cache.get_value("preferences", "pixel_perfect", false)
# Yield is necessary for the color picker nodes to update their color values
yield(get_tree(), "idle_frame")
var color_value: Color = Global.config_cache.get_value(
_slots[BUTTON_LEFT].kname, "color", Color.black
)
assign_color(color_value, BUTTON_LEFT, false)
color_value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "color", Color.white)
assign_color(color_value, BUTTON_RIGHT, false)
update_tool_cursors()
func add_tool_button(t: Tool) -> void:
var tool_button: BaseButton = _tool_button_scene.instance()
tool_button.name = t.name
tool_button.get_node("BackgroundLeft").modulate = Global.left_tool_color
tool_button.get_node("BackgroundRight").modulate = Global.right_tool_color
tool_button.get_node("ToolIcon").texture = t.icon
tool_button.hint_tooltip = t.generate_hint_tooltip()
t.button_node = tool_button
_tool_buttons.add_child(tool_button)
tool_button.connect("pressed", _tool_buttons, "_on_Tool_pressed", [tool_button])
func remove_tool(t: Tool) -> void:
t.button_node.queue_free()
tools.erase(t.name)
func set_tool(name: String, button: int) -> void:
var slot = _slots[button]
var panel: Node = _panels[button]
var node: Node = tools[name].scene.instance()
if button == BUTTON_LEFT: # As guides are only moved with left mouse
if 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 = name
node.tool_slot = slot
slot.tool_node = node
slot.button = button
panel.add_child(slot.tool_node)
func assign_tool(name: String, button: int) -> void:
var slot = _slots[button]
var panel: Node = _panels[button]
if slot.tool_node != null:
if slot.tool_node.name == name:
return
panel.remove_child(slot.tool_node)
slot.tool_node.queue_free()
set_tool(name, button)
update_tool_buttons()
update_tool_cursors()
Global.config_cache.set_value(slot.kname, "tool", name)
func default_color() -> void:
assign_color(Color.black, BUTTON_LEFT)
assign_color(Color.white, BUTTON_RIGHT)
func swap_color() -> void:
var left = _slots[BUTTON_LEFT].color
var right = _slots[BUTTON_RIGHT].color
assign_color(right, BUTTON_LEFT, false)
assign_color(left, 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)
emit_signal("color_changed", 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.rect_min_size = size
t.get_node("BackgroundLeft").rect_size.x = size.x / 2
t.get_node("BackgroundRight").rect_size.x = size.x / 2
t.get_node("BackgroundRight").rect_position = 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[BUTTON_LEFT].tool_node.name == child.name
right_background.visible = _slots[BUTTON_RIGHT].tool_node.name == child.name
func update_hint_tooltips() -> void:
for tool_name in tools:
var t: Tool = tools[tool_name]
t.button_node.hint_tooltip = t.generate_hint_tooltip()
func update_tool_cursors() -> void:
var left_tool: Tool = tools[_slots[BUTTON_LEFT].tool_node.name]
Global.control.left_cursor.texture = left_tool.cursor_icon
var right_tool: Tool = tools[_slots[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[BUTTON_RIGHT].tool_node.draw_indicator(false)
if Global.left_square_indicator_visible:
_slots[BUTTON_LEFT].tool_node.draw_indicator(true)
func draw_preview() -> void:
_slots[BUTTON_LEFT].tool_node.draw_preview()
_slots[BUTTON_RIGHT].tool_node.draw_preview()
func handle_draw(position: Vector2, event: InputEvent) -> void:
if not (Global.can_draw and Global.has_focus):
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 = BUTTON_LEFT
_slots[_active_button].tool_node.draw_start(draw_pos)
elif event.is_action_released("activate_left_tool") and _active_button == BUTTON_LEFT:
_slots[_active_button].tool_node.draw_end(draw_pos)
_active_button = -1
elif event.is_action("activate_right_tool") and _active_button == -1:
_active_button = BUTTON_RIGHT
_slots[_active_button].tool_node.draw_start(draw_pos)
elif event.is_action_released("activate_right_tool") and _active_button == BUTTON_RIGHT:
_slots[_active_button].tool_node.draw_end(draw_pos)
_active_button = -1
if event is InputEventMouseMotion:
pen_pressure = event.pressure
if Global.pressure_sensitivity_mode == Global.PressureSensitivity.NONE:
pen_pressure = 1.0
if not position.is_equal_approx(_last_position):
_last_position = position
_slots[BUTTON_LEFT].tool_node.cursor_move(position)
_slots[BUTTON_RIGHT].tool_node.cursor_move(position)
if _active_button != -1:
_slots[_active_button].tool_node.draw_move(draw_pos)
var project: 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[BUTTON_LEFT].tool_node.cursor_text.empty():
text += " %s" % _slots[BUTTON_LEFT].tool_node.cursor_text
if not _slots[BUTTON_RIGHT].tool_node.cursor_text.empty():
text += " %s" % _slots[BUTTON_RIGHT].tool_node.cursor_text
Global.cursor_position_label.text = text