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Pixelorama/Scripts/Canvas.gd
OverloadedOrama 4e4a526332 Custom brushes, crop image, split screen, about menu & asset re-organizing
- Added support for custom brushes. When you Ctrl-C a selection, it gets added to the list of custom brushes. Each mouse button can have a different brush, and the user can choose whether their color comes from the brush itself or the selected color in the tool options. They can also be resized based on the selected brush size.
- Custom brushes are also being saved on .pxo files.
- You can now crop images (per frame). All layers of that frame are taken into account and are affected.
- Added split screen support. The user can toggle between single screen and split screen, where a second canvas is being shown. Note that you cannot draw on the second canvas.
- Added an About Pixelorama selection on the new Help menu.
- Project assets are re-organized.
2019-09-25 22:59:48 +03:00

460 lines
19 KiB
GDScript

extends Node2D
class_name Canvas
var layers := []
var current_layer_index := 0
var trans_background : ImageTexture
var location := Vector2.ZERO
var size := Vector2(64, 64)
var frame := 0
var frame_button : VBoxContainer
var frame_texture_rect : TextureRect
var previous_mouse_pos := Vector2.ZERO
var mouse_inside_canvas := false #used for undo
var sprite_changed_this_frame := false #for optimization purposes
var is_making_line := false
var is_making_selection := "None"
var line_2d : Line2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Global.can_draw = false
#Background
trans_background = ImageTexture.new()
trans_background.create_from_image(load("res://Assets/Graphics/Transparent Background.png"), 0)
#The sprite itself
if layers.empty():
var sprite := Image.new()
sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
sprite.lock()
var tex := ImageTexture.new()
tex.create_from_image(sprite, 0)
#Store [Image, ImageTexture, Layer Name, Visibity boolean]
layers.append([sprite, tex, "Layer 0", true])
generate_layer_panels()
frame_button = load("res://Prefabs/FrameButton.tscn").instance()
frame_button.name = "Frame_%s" % frame
frame_button.get_node("FrameButton").frame = frame
frame_button.get_node("FrameID").text = str(frame + 1)
Global.frame_container.add_child(frame_button)
frame_texture_rect = Global.find_node_by_name(frame_button, "FrameTexture")
frame_texture_rect.texture = layers[0][1] #ImageTexture current_layer_index
camera_zoom()
func camera_zoom() -> void:
#Set camera offset to the center of canvas
Global.camera.offset = size / 2
Global.camera2.offset = size / 2
#Set camera zoom based on the sprite size
var bigger = max(size.x, size.y)
var zoom_max := Vector2(bigger, bigger) * 0.01
if zoom_max > Vector2.ONE:
Global.camera.zoom_max = zoom_max
Global.camera2.zoom_max = zoom_max
else:
Global.camera.zoom_max = Vector2.ONE
Global.camera2.zoom_max = Vector2.ONE
Global.camera.zoom = Vector2(bigger, bigger) * 0.002
Global.camera2.zoom = Vector2(bigger, bigger) * 0.002
Global.zoom_level_label.text = "Zoom: x%s" % [stepify(1 / Global.camera.zoom.x, 0.01)]
# warning-ignore:unused_argument
func _process(delta) -> void:
sprite_changed_this_frame = false
update()
var mouse_pos := get_local_mouse_position() - location
var mouse_pos_floored := mouse_pos.floor()
var mouse_pos_ceiled := mouse_pos.ceil()
var current_mouse_button := "None"
var current_action := "None"
if Input.is_mouse_button_pressed(BUTTON_LEFT):
current_mouse_button = "left_mouse"
current_action = Global.current_left_tool
elif Input.is_mouse_button_pressed(BUTTON_RIGHT):
current_mouse_button = "right_mouse"
current_action = Global.current_right_tool
if visible:
if !point_in_rectangle(mouse_pos, location, location + size):
if !Input.is_mouse_button_pressed(BUTTON_LEFT) && !Input.is_mouse_button_pressed(BUTTON_RIGHT):
if mouse_inside_canvas:
mouse_inside_canvas = false
Global.cursor_position_label.text = "[%sx%s]" % [size.x, size.y]
else:
Global.cursor_position_label.text = "[%sx%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y]
#Handle current tool
match current_action:
"Pencil":
var current_color : Color
if current_mouse_button == "left_mouse":
current_color = Global.left_color_picker.color
elif current_mouse_button == "right_mouse":
current_color = Global.right_color_picker.color
pencil_and_eraser(mouse_pos, current_color, current_mouse_button)
"Eraser":
pencil_and_eraser(mouse_pos, Color(0, 0, 0, 0), current_mouse_button)
"Fill":
if point_in_rectangle(mouse_pos, location, location + size) && Global.can_draw && Global.has_focus && Global.current_frame == frame:
var current_color : Color
if current_mouse_button == "left_mouse":
current_color = Global.left_color_picker.color
elif current_mouse_button == "right_mouse":
current_color = Global.right_color_picker.color
flood_fill(mouse_pos, layers[current_layer_index][0].get_pixelv(mouse_pos), current_color)
"RectSelect":
#Check SelectionRectangle.gd for more code on Rectangle Selection
if Global.can_draw && Global.has_focus && Global.current_frame == frame:
#If we're creating a new selection
if Global.selected_pixels.size() == 0 || !point_in_rectangle(mouse_pos_floored, Global.selection_rectangle.polygon[0] - Vector2.ONE, Global.selection_rectangle.polygon[2]):
if Input.is_action_just_pressed(current_mouse_button):
Global.selection_rectangle.polygon[0] = mouse_pos_floored
Global.selection_rectangle.polygon[1] = mouse_pos_floored
Global.selection_rectangle.polygon[2] = mouse_pos_floored
Global.selection_rectangle.polygon[3] = mouse_pos_floored
is_making_selection = current_mouse_button
Global.selected_pixels.clear()
else:
if is_making_selection != "None": #If we're making a new selection...
var start_pos = Global.selection_rectangle.polygon[0]
if start_pos != mouse_pos_floored:
var end_pos := Vector2(mouse_pos_ceiled.x, mouse_pos_ceiled.y)
if mouse_pos.x < start_pos.x:
end_pos.x = mouse_pos_ceiled.x - 1
if mouse_pos.y < start_pos.y:
end_pos.y = mouse_pos_ceiled.y - 1
Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y)
Global.selection_rectangle.polygon[2] = end_pos
Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y)
if !is_making_line:
previous_mouse_pos = mouse_pos
previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x)
previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y)
else:
line_2d.set_point_position(1, mouse_pos)
if is_making_selection != "None": #If we're making a selection
if Input.is_action_just_released(is_making_selection): #Finish selection when button is released
var start_pos = Global.selection_rectangle.polygon[0]
var end_pos = Global.selection_rectangle.polygon[2]
if start_pos.x > end_pos.x:
var temp = end_pos.x
end_pos.x = start_pos.x
start_pos.x = temp
if start_pos.y > end_pos.y:
var temp = end_pos.y
end_pos.y = start_pos.y
start_pos.y = temp
Global.selection_rectangle.polygon[0] = start_pos
Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y)
Global.selection_rectangle.polygon[2] = end_pos
Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y)
for xx in range(start_pos.x, end_pos.x):
for yy in range(start_pos.y, end_pos.y):
Global.selected_pixels.append(Vector2(xx, yy))
is_making_selection = "None"
if sprite_changed_this_frame:
update_texture(current_layer_index)
func update_texture(layer_index : int) -> void:
layers[layer_index][1].create_from_image(layers[layer_index][0], 0)
get_layer_container(layer_index).get_child(0).get_child(1).texture = layers[layer_index][1]
#This code is used to update the texture in the animation timeline frame button
#but blend_rect causes major performance issues on large images
var whole_image := Image.new()
whole_image.create(size.x, size.y, false, Image.FORMAT_RGBA8)
for layer in layers:
whole_image.blend_rect(layer[0], Rect2(position, size), Vector2.ZERO)
layer[0].lock()
var whole_image_texture := ImageTexture.new()
whole_image_texture.create_from_image(whole_image, 0)
frame_texture_rect.texture = whole_image_texture
func get_layer_container(layer_index : int) -> PanelContainer:
for container in Global.vbox_layer_container.get_children():
if container is PanelContainer && container.i == layer_index:
return container
return null
func _draw() -> void:
draw_texture_rect(trans_background, Rect2(location, size), true) #Draw transparent background
#Onion Skinning
#Past
if Global.onion_skinning_past_rate > 0:
var color : Color
if Global.onion_skinning_blue_red:
color = Color.blue
else:
color = Color.white
for i in range(1, Global.onion_skinning_past_rate + 1):
if Global.current_frame >= i:
for texture in Global.canvases[Global.current_frame - i].layers:
color.a = 0.6/i
draw_texture(texture[1], location, color)
#Future
if Global.onion_skinning_future_rate > 0:
var color : Color
if Global.onion_skinning_blue_red:
color = Color.red
else:
color = Color.white
for i in range(1, Global.onion_skinning_future_rate + 1):
#print(i)
if Global.current_frame < Global.canvases.size() - i:
for texture in Global.canvases[Global.current_frame + i].layers:
color.a = 0.6/i
draw_texture(texture[1], location, color)
#Draw current frame layers
for texture in layers:
if texture[3]: #if it's visible
draw_texture(texture[1], location)
if Global.tile_mode:
draw_texture(texture[1], Vector2(location.x, location.y + size.y)) #Down
draw_texture(texture[1], Vector2(location.x - size.x, location.y + size.y)) #Down Left
draw_texture(texture[1], Vector2(location.x - size.x, location.y)) #Left
draw_texture(texture[1], location - size) #Up left
draw_texture(texture[1], Vector2(location.x, location.y - size.y)) #Up
draw_texture(texture[1], Vector2(location.x + size.x, location.y - size.y)) #Up right
draw_texture(texture[1], Vector2(location.x + size.x, location.y)) #Right
draw_texture(texture[1], location + size) #Down right
#Idea taken from flurick (on GitHub)
if Global.draw_grid:
for x in size.x:
draw_line(Vector2(x, location.y), Vector2(x, size.y), Color.black, true)
for y in size.y:
draw_line(Vector2(location.x, y), Vector2(size.x, y), Color.black, true)
#Draw rectangle to indicate the pixel currently being hovered on
var mouse_pos := get_local_mouse_position() - location
if point_in_rectangle(mouse_pos, location, location + size):
mouse_pos = mouse_pos.floor()
if Global.left_square_indicator_visible:
var start_pos_x = mouse_pos.x - (Global.left_brush_size >> 1)
var start_pos_y = mouse_pos.y - (Global.left_brush_size >> 1)
draw_rect(Rect2(start_pos_x, start_pos_y, Global.left_brush_size, Global.left_brush_size), Color.blue, false)
if Global.right_square_indicator_visible:
var start_pos_x = mouse_pos.x - (Global.right_brush_size >> 1)
var start_pos_y = mouse_pos.y - (Global.right_brush_size >> 1)
draw_rect(Rect2(start_pos_x, start_pos_y, Global.right_brush_size, Global.right_brush_size), Color.red, false)
func generate_layer_panels() -> void:
for child in Global.vbox_layer_container.get_children():
if child is PanelContainer:
child.queue_free()
current_layer_index = layers.size() - 1
if layers.size() == 1:
Global.remove_layer_button.disabled = true
Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
else:
Global.remove_layer_button.disabled = false
Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
for i in range(layers.size() -1, -1, -1):
var layer_container = load("res://Prefabs/LayerContainer.tscn").instance()
#layer_names.insert(i, "Layer %s" % i)
layers[i][2] = "Layer %s" % i
layer_container.i = i
#layer_container.get_child(0).get_child(2).text = layer_names[i]
layer_container.get_child(0).get_child(2).text = layers[i][2]
layers[i][3] = true #set visible
layer_container.get_child(0).get_child(1).texture = layers[i][1]
Global.vbox_layer_container.add_child(layer_container)
func pencil_and_eraser(mouse_pos : Vector2, color : Color, current_mouse_button : String) -> void:
if Input.is_key_pressed(KEY_SHIFT):
if !is_making_line:
line_2d = Line2D.new()
line_2d.width = 0.5
line_2d.default_color = Color.darkgray
line_2d.add_point(previous_mouse_pos)
line_2d.add_point(mouse_pos)
add_child(line_2d)
is_making_line = true
else:
var brush_size := 1
var brush_type = Global.BRUSH_TYPES.PIXEL
var brush_index := -1
var interpolate_factor := 0.5
if current_mouse_button == "left_mouse":
brush_size = Global.left_brush_size
brush_type = Global.current_left_brush_type
brush_index = Global.custom_left_brush_index
interpolate_factor = Global.left_interpolate_slider.value
elif current_mouse_button == "right_mouse":
brush_size = Global.right_brush_size
brush_type = Global.current_right_brush_type
brush_index = Global.custom_right_brush_index
interpolate_factor = Global.right_interpolate_slider.value
if is_making_line:
fill_gaps(mouse_pos, color, brush_size, brush_type, brush_index, interpolate_factor)
is_making_line = false
line_2d.queue_free()
else:
if point_in_rectangle(mouse_pos, location, location + size):
mouse_inside_canvas = true
#Draw
draw_pixel(mouse_pos, color, brush_size, brush_type, brush_index, interpolate_factor)
fill_gaps(mouse_pos, color, brush_size, brush_type, brush_index, interpolate_factor) #Fill the gaps
#If mouse is not inside bounds but it used to be, fill the gaps
elif point_in_rectangle(previous_mouse_pos, location, location + size):
fill_gaps(mouse_pos, color, brush_size, brush_type, brush_index, interpolate_factor)
func draw_pixel(pos : Vector2, color : Color, brush_size : int, brush_type : int, brush_index : int, interpolate_factor : float) -> void:
if Global.can_draw && Global.has_focus && Global.current_frame == frame:
var west_limit := location.x
var east_limit := location.x + size.x
var north_limit := location.y
var south_limit := location.y + size.y
if Global.selected_pixels.size() != 0: #If there is a selection and current pixel position is not in it
west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x)
east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x)
north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y)
south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y)
var start_pos_x
var start_pos_y
var end_pos_x
var end_pos_y
match(brush_type):
Global.BRUSH_TYPES.PIXEL:
start_pos_x = pos.x - (brush_size >> 1)
start_pos_y = pos.y - (brush_size >> 1)
end_pos_x = start_pos_x + brush_size
end_pos_y = start_pos_y + brush_size
for cur_pos_x in range(start_pos_x, end_pos_x):
for cur_pos_y in range(start_pos_y, end_pos_y):
if point_in_rectangle(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color)
sprite_changed_this_frame = true
Global.BRUSH_TYPES.CUSTOM:
var custom_brush := Image.new()
custom_brush.copy_from(Global.custom_brushes[brush_index])
var custom_brush_blended := blend_image_with_color(custom_brush, color, interpolate_factor)
var custom_brush_size = custom_brush_blended.get_size()
custom_brush_blended.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST)
custom_brush_size = custom_brush_blended.get_size()
var dst : Vector2 = pos - custom_brush_size / 4
var src_rect := Rect2(Vector2.ZERO, custom_brush_size)
#src_rect = src_rect.clip(Rect2(west_limit - dst.x, north_limit - dst.y, east_limit - custom_brush_size.x, south_limit - custom_brush_size.y))
if color.a > 0: #If it's the pencil
layers[current_layer_index][0].blend_rect(custom_brush_blended, src_rect, dst)
else: #if it's transparent - if it's the eraser
layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst)
layers[current_layer_index][0].lock()
update_texture(current_layer_index)
#Bresenham's Algorithm
#Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
func fill_gaps(mouse_pos : Vector2, color : Color, brush_size : int, brush_type : int, brush_index : int, interpolate_factor : float) -> void:
var previous_mouse_pos_floored = previous_mouse_pos.floor()
var mouse_pos_floored = mouse_pos.floor()
mouse_pos_floored.x = clamp(mouse_pos_floored.x, location.x - 1, location.x + size.x)
mouse_pos_floored.y = clamp(mouse_pos_floored.y, location.y - 1, location.y + size.y)
var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x))
var dy := int(-abs(mouse_pos_floored.y - previous_mouse_pos_floored.y))
var err := dx + dy
var e2 := err << 1 #err * 2
var sx = 1 if previous_mouse_pos_floored.x < mouse_pos_floored.x else -1
var sy = 1 if previous_mouse_pos_floored.y < mouse_pos_floored.y else -1
var x = previous_mouse_pos_floored.x
var y = previous_mouse_pos_floored.y
while !(x == mouse_pos_floored.x && y == mouse_pos_floored.y):
draw_pixel(Vector2(x, y), color, brush_size, brush_type, brush_index, interpolate_factor)
e2 = err << 1
if e2 >= dy:
err += dy
x += sx
if e2 <= dx:
err += dx
y += sy
#Thanks to https://en.wikipedia.org/wiki/Flood_fill
func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> void:
pos = pos.floor()
var pixel = layers[current_layer_index][0].get_pixelv(pos)
if target_color == replace_color:
return
elif pixel != target_color:
return
else:
var west_limit := location.x
var east_limit := location.x + size.x
var north_limit := location.y
var south_limit := location.y + size.y
if Global.selected_pixels.size() != 0:
west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x)
east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x)
north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y)
south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y)
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
return
var q = [pos]
for n in q:
var west : Vector2 = n
var east : Vector2 = n
while west.x >= west_limit && layers[current_layer_index][0].get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < east_limit && layers[current_layer_index][0].get_pixelv(east) == target_color:
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
var p := Vector2(px, n.y)
#Draw
layers[current_layer_index][0].set_pixelv(p, replace_color)
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= north_limit && layers[current_layer_index][0].get_pixelv(north) == target_color:
q.append(north)
if south.y < south_limit && layers[current_layer_index][0].get_pixelv(south) == target_color:
q.append(south)
sprite_changed_this_frame = true
func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
func blend_image_with_color(image : Image, color : Color, interpolate_factor : float) -> Image:
var blended_image := Image.new()
blended_image.copy_from(image)
var size := image.get_size()
blended_image.lock()
for xx in size.x:
for yy in size.y:
if color.a > 0: #If it's the pencil
var current_color := blended_image.get_pixel(xx, yy)
if current_color.a > 0:
#var blended_color = current_color.blend(color)
var new_color := current_color.linear_interpolate(color, interpolate_factor)
blended_image.set_pixel(xx, yy, new_color)
else: #If color is transparent - if it's the eraser
blended_image.set_pixel(xx, yy, Color(0, 0, 0, 0))
return blended_image
func _on_Timer_timeout() -> void:
Global.can_draw = true