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Pixelorama/src/Tools/SelectionTools/PolygonSelect.gd

228 lines
6.9 KiB
GDScript

extends SelectionTool
var _last_position := Vector2i(Vector2.INF)
var _draw_points: Array[Vector2i] = []
var _ready_to_apply := false
func _input(event: InputEvent) -> void:
if _move:
return
if event is InputEventMouseMotion:
_last_position = Global.canvas.current_pixel.floor()
if Global.mirror_view:
_last_position.x = (Global.current_project.size.x - 1) - _last_position.x
elif event is InputEventMouseButton:
if event.double_click and event.button_index == tool_slot.button and _draw_points:
$DoubleClickTimer.start()
append_gap(_draw_points[-1], _draw_points[0], _draw_points)
_ready_to_apply = true
apply_selection(Vector2i.ZERO) # Argument doesn't matter
else:
if event.is_action_pressed("transformation_cancel") and _ongoing_selection:
_ongoing_selection = false
_draw_points.clear()
_ready_to_apply = false
Global.canvas.previews.queue_redraw()
func draw_start(pos: Vector2i) -> void:
if !$DoubleClickTimer.is_stopped():
return
pos = snap_position(pos)
super.draw_start(pos)
if !_move and !_draw_points:
_ongoing_selection = true
_draw_points.append(pos)
_last_position = pos
func draw_move(pos: Vector2i) -> void:
if selection_node.arrow_key_move:
return
pos = snap_position(pos)
super.draw_move(pos)
func draw_end(pos: Vector2i) -> void:
if selection_node.arrow_key_move:
return
pos = snap_position(pos)
if !_move and _draw_points:
append_gap(_draw_points[-1], pos, _draw_points)
if pos == _draw_points[0] and _draw_points.size() > 1:
_ready_to_apply = true
super.draw_end(pos)
func draw_preview() -> void:
if _ongoing_selection and !_move:
var canvas: Node2D = Global.canvas.previews
var pos := canvas.position
var canvas_scale := canvas.scale
if Global.mirror_view:
pos.x = pos.x + Global.current_project.size.x
canvas_scale.x = -1
var preview_draw_points := _draw_points.duplicate()
append_gap(_draw_points[-1], _last_position, preview_draw_points)
canvas.draw_set_transform(pos, canvas.rotation, canvas_scale)
var indicator := _fill_bitmap_with_points(preview_draw_points, Global.current_project.size)
for line in _create_polylines(indicator):
canvas.draw_polyline(PackedVector2Array(line), Color.BLACK)
var circle_radius := Global.camera.zoom * 10
circle_radius.x = clampf(circle_radius.x, 2, circle_radius.x)
circle_radius.y = clampf(circle_radius.y, 2, circle_radius.y)
if _last_position == _draw_points[0] and _draw_points.size() > 1:
draw_empty_circle(
canvas, Vector2(_draw_points[0]) + Vector2.ONE * 0.5, circle_radius, Color.BLACK
)
# Handle mirroring
if Tools.horizontal_mirror:
for line in _create_polylines(
_fill_bitmap_with_points(
mirror_array(preview_draw_points, true, false), Global.current_project.size
)
):
canvas.draw_polyline(PackedVector2Array(line), Color.BLACK)
if Tools.vertical_mirror:
for line in _create_polylines(
_fill_bitmap_with_points(
mirror_array(preview_draw_points, true, true), Global.current_project.size
)
):
canvas.draw_polyline(PackedVector2Array(line), Color.BLACK)
if Tools.vertical_mirror:
for line in _create_polylines(
_fill_bitmap_with_points(
mirror_array(preview_draw_points, false, true), Global.current_project.size
)
):
canvas.draw_polyline(PackedVector2Array(line), Color.BLACK)
canvas.draw_set_transform(canvas.position, canvas.rotation, canvas.scale)
func apply_selection(pos: Vector2i) -> void:
super.apply_selection(pos)
if !_ready_to_apply:
return
var project := Global.current_project
var cleared := false
if !_add and !_subtract and !_intersect:
cleared = true
Global.canvas.selection.clear_selection()
if _draw_points.size() > 3:
if _intersect:
project.selection_map.clear()
lasso_selection(project.selection_map, _draw_points)
# Handle mirroring
if Tools.horizontal_mirror:
lasso_selection(project.selection_map, mirror_array(_draw_points, true, false))
if Tools.vertical_mirror:
lasso_selection(project.selection_map, mirror_array(_draw_points, true, true))
if Tools.vertical_mirror:
lasso_selection(project.selection_map, mirror_array(_draw_points, false, true))
Global.canvas.selection.big_bounding_rectangle = project.selection_map.get_used_rect()
else:
if !cleared:
Global.canvas.selection.clear_selection()
Global.canvas.selection.commit_undo("Select", undo_data)
_ongoing_selection = false
_draw_points.clear()
_ready_to_apply = false
Global.canvas.previews.queue_redraw()
func lasso_selection(selection_map: SelectionMap, points: Array[Vector2i]) -> void:
var project := Global.current_project
var selection_size := selection_map.get_size()
for point in points:
if point.x < 0 or point.y < 0 or point.x >= selection_size.x or point.y >= selection_size.y:
continue
if _intersect:
if project.selection_map.is_pixel_selected(point):
selection_map.select_pixel(point, true)
else:
selection_map.select_pixel(point, !_subtract)
var v := Vector2i()
var image_size := project.size
for x in image_size.x:
v.x = x
for y in image_size.y:
v.y = y
if Geometry2D.is_point_in_polygon(v, points):
if _intersect:
if project.selection_map.is_pixel_selected(v):
selection_map.select_pixel(v, true)
else:
selection_map.select_pixel(v, !_subtract)
# Bresenham's Algorithm
# Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
func append_gap(start: Vector2i, end: Vector2i, array: Array[Vector2i]) -> void:
var dx := absi(end.x - start.x)
var dy := -absi(end.y - start.y)
var err := dx + dy
var e2 := err << 1
var sx := 1 if start.x < end.x else -1
var sy := 1 if start.y < end.y else -1
var x := start.x
var y := start.y
while !(x == end.x && y == end.y):
e2 = err << 1
if e2 >= dy:
err += dy
x += sx
if e2 <= dx:
err += dx
y += sy
array.append(Vector2i(x, y))
func mirror_array(array: Array[Vector2i], h: bool, v: bool) -> Array[Vector2i]:
var new_array: Array[Vector2i] = []
var project := Global.current_project
for point in array:
if h and v:
new_array.append(
Vector2i(project.x_symmetry_point - point.x, project.y_symmetry_point - point.y)
)
elif h:
new_array.append(Vector2i(project.x_symmetry_point - point.x, point.y))
elif v:
new_array.append(Vector2i(point.x, project.y_symmetry_point - point.y))
return new_array
# Thanks to
# https://www.reddit.com/r/godot/comments/3ktq39/drawing_empty_circles_and_curves/cv0f4eo/
func draw_empty_circle(
canvas: CanvasItem, circle_center: Vector2, circle_radius: Vector2, color: Color
) -> void:
var draw_counter := 1
var line_origin := Vector2()
var line_end := Vector2()
line_origin = circle_radius + circle_center
while draw_counter <= 360:
line_end = circle_radius.rotated(deg_to_rad(draw_counter)) + circle_center
canvas.draw_line(line_origin, line_end, color)
draw_counter += 1
line_origin = line_end
line_end = circle_radius.rotated(deg_to_rad(360)) + circle_center
canvas.draw_line(line_origin, line_end, color)