1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-01-18 17:19:50 +00:00
Pixelorama/Scripts/Canvas.gd
OverloadedOrama 5781c42821 v0.2 - Animation Timeline & UI changes!
v0.2 of Pixelorama is out!
- Added animation timeline. You can add. remove. clone and change order of your frames!
- You can now import multiple images as frames.
- Ability to save individual frames, all frames as multiple files, or all frames as a single file in the form of a horizontal or vertical spritesheet!
- Different frames can have a unique amount of layers and they can be of different sizes.
- Image scaling is now functional.
- Added hints for UI elements.
- A lot of UI changes.
2019-09-10 01:57:46 +03:00

287 lines
11 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 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://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://FrameButton.tscn").instance()
frame_button.name = "Frame_%s" % frame
frame_button.get_node("FrameButton").frame = frame
frame_button.get_node("FrameID").text = str(frame)
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()
# warning-ignore:unused_argument
func _process(delta) -> void:
sprite_changed_this_frame = false
update()
var mouse_pos := get_local_mouse_position() - location
var current_mouse_button := "None"
var current_action := "None"
if Input.is_mouse_button_pressed(BUTTON_LEFT):
current_mouse_button = "L"
current_action = Global.current_left_tool
elif Input.is_mouse_button_pressed(BUTTON_RIGHT):
current_mouse_button = "R"
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:
var mouse_pos_floored := mouse_pos.floor()
Global.cursor_position_label.text = "[%sx%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y]
match current_action:
"Pencil":
var current_color : Color
if current_mouse_button == "L":
current_color = Global.left_color_picker.color
elif current_mouse_button == "R":
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 == "L":
current_color = Global.left_color_picker.color
elif current_mouse_button == "R":
current_color = Global.right_color_picker.color
flood_fill(mouse_pos, layers[current_layer_index][0].get_pixelv(mouse_pos), current_color)
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 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]
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)
#for texture in layer_textures:
for texture in layers:
if texture[3]: #if it's visible
draw_texture(texture[1], location)
#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://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 camera_zoom() -> void:
#Set camera offset to the center of canvas
Global.camera.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
else:
Global.camera.zoom_max = Vector2.ONE
Global.camera.zoom = Vector2(bigger, bigger) * 0.002
Global.zoom_level_label.text = "Zoom: x%s" % [stepify(1 / $"../Camera2D".zoom.x, 0.01)]
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
if current_mouse_button == "L":
brush_size = Global.left_brush_size
elif current_mouse_button == "R":
brush_size = Global.right_brush_size
if is_making_line:
fill_gaps(mouse_pos, color, brush_size)
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)
fill_gaps(mouse_pos, color, brush_size) #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)
func draw_pixel(pos : Vector2, color : Color, brush_size : int) -> void:
if Global.can_draw && Global.has_focus && Global.current_frame == frame:
var start_pos_x = pos.x - (brush_size >> 1)
var start_pos_y = pos.y - (brush_size >> 1)
for cur_pos_x in range(start_pos_x, start_pos_x + brush_size):
#layers[current_layer_index][0].set_pixel(cur_pos_x, pos.y, color)
for cur_pos_y in range(start_pos_y, start_pos_y + brush_size):
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)
#layers[current_layer_index][0].set_pixelv(pos, color)
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
#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) -> 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)
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 q = [pos]
for n in q:
var west : Vector2 = n
var east : Vector2 = n
while west.x >= location.x && layers[current_layer_index][0].get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < location.x + size.x && 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_pixel(p, replace_color, 1)
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= location.y && layers[current_layer_index][0].get_pixelv(north) == target_color:
q.append(north)
if south.y < location.y + size.y && layers[current_layer_index][0].get_pixelv(south) == target_color:
q.append(south)
func _on_Timer_timeout() -> void:
Global.can_draw = true