mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-20 10:09:48 +00:00
284 lines
8.7 KiB
GDScript
284 lines
8.7 KiB
GDScript
class_name SelectionTool
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extends BaseTool
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enum Mode { DEFAULT, ADD, SUBTRACT, INTERSECT }
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var undo_data: Dictionary
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var _move := false
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var _move_content := true
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var _start_pos := Vector2.ZERO
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var _offset := Vector2.ZERO
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# For tools such as the Polygon selection tool where you have to
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# click multiple times to create a selection
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var _ongoing_selection := false
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var _mode_selected := 0
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var _add := false # Shift + Mouse Click
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var _subtract := false # Ctrl + Mouse Click
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var _intersect := false # Shift + Ctrl + Mouse Click
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# Used to check if the state of content transformation has been changed
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# while draw_move() is being called. For example, pressing Enter while still moving content
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var _content_transformation_check := false
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onready var selection_node: Node2D = Global.canvas.selection
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onready var xspinbox: ValueSlider = $XSpinBox
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onready var yspinbox: ValueSlider = $YSpinBox
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onready var wspinbox: ValueSlider = $WSpinBox
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onready var hspinbox: ValueSlider = $HSpinBox
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onready var timer: Timer = $Timer
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func _ready() -> void:
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set_spinbox_values()
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refresh_options()
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func refresh_options():
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# The existence of this function is to ensure all items
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# are added when we are selecting an option (Bad things will happen if i dont do this...)
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$Modes.clear()
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$Modes.add_item("Default (New Selection)")
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$Modes.add_item("Add to Selection")
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$Modes.add_item("Subtract from Selection")
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$Modes.add_item("Intersection of Selections")
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$Modes.select(_mode_selected)
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func get_config() -> Dictionary:
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var config := .get_config()
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config["mode_selected"] = _mode_selected
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return config
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func set_config(config: Dictionary) -> void:
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_mode_selected = config.get("mode_selected", 0)
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func update_config() -> void:
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refresh_options()
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func set_spinbox_values() -> void:
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var select_rect: Rect2 = selection_node.big_bounding_rectangle
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xspinbox.editable = !select_rect.has_no_area()
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yspinbox.editable = xspinbox.editable
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wspinbox.editable = xspinbox.editable
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hspinbox.editable = xspinbox.editable
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xspinbox.value = select_rect.position.x
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yspinbox.value = select_rect.position.y
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wspinbox.value = select_rect.size.x
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hspinbox.value = select_rect.size.y
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func draw_start(position: Vector2) -> void:
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.draw_start(position)
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if selection_node.arrow_key_move:
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return
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var project: Project = Global.current_project
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undo_data = selection_node.get_undo_data(false)
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_intersect = Input.is_action_pressed("selection_intersect", true)
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_add = Input.is_action_pressed("selection_add", true)
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_subtract = Input.is_action_pressed("selection_subtract", true)
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_start_pos = position
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_offset = position
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var selection_position: Vector2 = selection_node.big_bounding_rectangle.position
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var offsetted_pos := position
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if selection_position.x < 0:
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offsetted_pos.x -= selection_position.x
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if selection_position.y < 0:
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offsetted_pos.y -= selection_position.y
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var quick_copy: bool = Input.is_action_pressed("transform_copy_selection_content", true)
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if (
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offsetted_pos.x >= 0
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and offsetted_pos.y >= 0
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and project.selection_map.is_pixel_selected(offsetted_pos)
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and (!_add and !_subtract and !_intersect or quick_copy)
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and !_ongoing_selection
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):
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if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
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return
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# Move current selection
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_move = true
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if quick_copy: # Move selection without cutting it from the original position (quick copy)
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_move_content = true
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if selection_node.is_moving_content:
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for image in _get_selected_draw_images():
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image.blit_rect_mask(
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selection_node.preview_image,
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selection_node.preview_image,
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Rect2(Vector2.ZERO, project.selection_map.get_size()),
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selection_node.big_bounding_rectangle.position
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)
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var selection_map_copy := SelectionMap.new()
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selection_map_copy.copy_from(project.selection_map)
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selection_map_copy.move_bitmap_values(project)
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project.selection_map = selection_map_copy
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selection_node.commit_undo("Move Selection", selection_node.undo_data)
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selection_node.undo_data = selection_node.get_undo_data(true)
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else:
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selection_node.transform_content_start()
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selection_node.clear_in_selected_cels = false
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for image in _get_selected_draw_images():
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image.blit_rect_mask(
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selection_node.preview_image,
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selection_node.preview_image,
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Rect2(Vector2.ZERO, project.selection_map.get_size()),
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selection_node.big_bounding_rectangle.position
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)
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Global.canvas.update_selected_cels_textures()
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elif Input.is_action_pressed("transform_move_selection_only", true): # Doesn't move content
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selection_node.transform_content_confirm()
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_move_content = false
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selection_node.move_borders_start()
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else: # Move selection and content normally
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_move_content = true
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selection_node.transform_content_start()
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else: # No moving
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selection_node.transform_content_confirm()
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_content_transformation_check = selection_node.is_moving_content
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func draw_move(position: Vector2) -> void:
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.draw_move(position)
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if selection_node.arrow_key_move:
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return
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# This is true if content transformation has been confirmed (pressed Enter for example)
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# while the content is being moved
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if _content_transformation_check != selection_node.is_moving_content:
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return
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if not _move:
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return
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if Input.is_action_pressed("transform_snap_axis"): # Snap to axis
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var angle := position.angle_to_point(_start_pos)
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if abs(angle) <= PI / 4 or abs(angle) >= 3 * PI / 4:
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position.y = _start_pos.y
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else:
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position.x = _start_pos.x
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if Input.is_action_pressed("transform_snap_grid"):
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var grid_size := Vector2(Global.grid_width, Global.grid_height)
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_offset = _offset.snapped(grid_size)
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var prev_pos = selection_node.big_bounding_rectangle.position
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selection_node.big_bounding_rectangle.position = prev_pos.snapped(grid_size)
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selection_node.marching_ants_outline.offset += (
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selection_node.big_bounding_rectangle.position
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- prev_pos
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)
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position = position.snapped(grid_size)
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var grid_offset = Vector2(Global.grid_offset_x, Global.grid_offset_y)
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grid_offset = Vector2(fmod(grid_offset.x, grid_size.x), fmod(grid_offset.y, grid_size.y))
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position += grid_offset
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if _move_content:
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selection_node.move_content(position - _offset)
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else:
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selection_node.move_borders(position - _offset)
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_offset = position
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_set_cursor_text(selection_node.big_bounding_rectangle)
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func draw_end(position: Vector2) -> void:
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.draw_end(position)
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if selection_node.arrow_key_move:
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return
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if _content_transformation_check == selection_node.is_moving_content:
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if _move:
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selection_node.move_borders_end()
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else:
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apply_selection(position)
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_move = false
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cursor_text = ""
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func apply_selection(_position: Vector2) -> void:
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# if a shortcut is activated then that will be obeyed instead
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match _mode_selected:
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Mode.ADD:
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if !_subtract && !_intersect:
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_add = true
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Mode.SUBTRACT:
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if !_add && !_intersect:
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_subtract = true
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Mode.INTERSECT:
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if !_add && !_subtract:
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_intersect = true
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func _on_Modes_item_selected(index: int) -> void:
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_mode_selected = index
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save_config()
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func _set_cursor_text(rect: Rect2) -> void:
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cursor_text = "%s, %s" % [rect.position.x, rect.position.y]
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cursor_text += " -> %s, %s" % [rect.end.x - 1, rect.end.y - 1]
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cursor_text += " (%s, %s)" % [rect.size.x, rect.size.y]
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func _on_position_value_changed(value: float, horizontal: bool) -> void:
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if horizontal:
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if selection_node.big_bounding_rectangle.position.x == value:
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return
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else:
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if selection_node.big_bounding_rectangle.position.y == value:
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return
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var project: Project = Global.current_project
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if !project.has_selection:
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return
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if timer.is_stopped():
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undo_data = selection_node.get_undo_data(false)
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timer.start()
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if horizontal:
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selection_node.big_bounding_rectangle.position.x = value
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else:
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selection_node.big_bounding_rectangle.position.y = value
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var selection_map_copy := SelectionMap.new()
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selection_map_copy.copy_from(project.selection_map)
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selection_map_copy.move_bitmap_values(project)
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project.selection_map = selection_map_copy
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project.selection_map_changed()
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func _on_size_value_changed(value: float, horizontal: bool) -> void:
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if horizontal:
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if (
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selection_node.big_bounding_rectangle.size.x == value
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or selection_node.big_bounding_rectangle.size.x <= 0
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):
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return
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else:
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if (
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selection_node.big_bounding_rectangle.size.y == value
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or selection_node.big_bounding_rectangle.size.y <= 0
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):
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return
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if !Global.current_project.has_selection:
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return
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if timer.is_stopped():
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undo_data = selection_node.get_undo_data(false)
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timer.start()
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if horizontal:
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selection_node.big_bounding_rectangle.size.x = value
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else:
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selection_node.big_bounding_rectangle.size.y = value
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selection_node.resize_selection()
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func _on_Timer_timeout() -> void:
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if !selection_node.is_moving_content:
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selection_node.commit_undo("Move Selection", undo_data)
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