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Pixelorama/src/Tools/BaseTool.gd
Emmanouil Papadeas 91bfef16b3
Port to Godot 4 (#900)
* Initial conversion

* Hide some dialogs

* Update addons

* Fix errors in scripts

Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()

* Update shaders

* Fix some more errors and signals, rename "pressed" to "button_pressed"

* Even more error fixes and renaming corrections

* Fixed more errors, Pixelorama almost runs

* Update ValueSlider.gd

* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage

* More static function using

* Re-add some of the dialog signals, fix window transparency

* Change instances of popup_hide to visibility_changed

* More more errors and warnings

* Fix more errors and warnings

* Get rid of errors in the output when opening Pixelorama in Godot

* Properly connect most signals without using strings

* Fix some scenes

* Don't load Main.tscn

* Emit signals directly instead of using strings

* Fix Keychain menu nodes

* Get rid of self. on most instances, as setters and getters are now always called

* Some more static typing

* Disable texture filters

* Fix zooming

* Fix int as enum warnings

* Fix tools and rename doubleclick to double_click

* Update tool scenes

* Fix tabs

* Fix create new image

* Use static typing on flood fill to speed it up

* Update static-checks.yml

* Reverts #729 for a speedup, hopefully the bug won't get re-introduced

* Fix TransparentChecker warning

* Re-add Default template

* Fix 3D cels

* Fix rotation

Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264

* Fix UITransparency alignment issue, thanks Variable

* Add missing OptionButton items

Hopefully that should be all of them

* Fix the appearance of CollapsibleContainer

* Change instances of world to world_3d

* Fix tool button backgrounds

* Fix Splash dialog

* Fix brush selection

* Update Main.gd

* Fix About Dialog

* Fix more zooming issues

* Fix canvas preview zooming

* Use signals for queue_redraw on project change

* Fix layer button's look

* Fix gradients

* Some gradient fixes and code cleanups, dithering is still broken

* Fix bucket

* Fix the rest of the undo_redo.add_(un)do_method() cases

* Fix guides

* Fix guide text

* Some small changes in Main

* Update Tools.gd

* Fix palette importing

* Get rid of TODOGODOT4s

* Fix the rest of the dialogs

* Update the rest of the scenes

* Fix onion skinning and frame tag dialogs

* Fix file brushes being imported twice

* Fix palette swatch crashing on double click

* Use nearest filter for some of the windows

* Remove old .tres font files

* Fix language switching

* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools

* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items

This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged.

* Clean shortcut-related duplicate code in TopMenuContainer

* Remove DroidSansFallback now that system fonts can be used as fallback

* Remove 3.x settings from project.godot

* Format

* Format gdgifexporter

* Reset Keychain to its original state

* Remove textures from the dark and gray themes

* Remove all textures from the dark theme

* Better static typing in DrawingAlgos

* Use Vector2i for project size

* [Risky commit] Use Vector2i instead of Vector2 for tools

I tested it and everything seems to be working the same as before, but more testing would be appreciated.

* Format after previous commit

* Fix line angle constraint being rotated 180 degrees

This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.

* Fix input map action not found errors when pressing Shift or Control

* Make AnimatePanel bigger, add spring interpolation

* Fix some layouts/extensions/preferences loading errors

* Fix dithering

* Update layout resources

Probably doesn't change anything at all, but I suppose it might be a good thing to do

* Small changes

* Disable filter in ResizeCanvas dialog

* Fix some preferences default button states

* Fix tile mode always having masking on

* Use integers in tile mode

* Fix checkboxes in preferences not working

* More statically typed arrays!

No need to have these # Array of X comments anymore!

* Fix "apply all" for multiple preview dialogs

* Update theme.tres

* Add HeaderSmall theme type variation

* Fix dynamics buttons

* Don't allow sub-zero zoom values

* Let zoom_out_max always remain Vector2(0.01, 0.01)

This fixes zooming on large canvases

* Bump version to v1.0-dev

* Fix ambient light not working on 3D cels

* Fix .obj loading

* Don't allow greater than max values in the zoom slider

* Set maximum zoom value to always be (500, 500)

* Set zoom slider minimum value to 1

* Some UI changes, mostly related to buttons and the timeline

* Change window titles to what they were before

* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels

* Avoid changing Cel3DObject's file_path if it's the same

* Make preferences window bigger

* Fix png exporting

* Fix reference image initial size and filter setting

* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor

* Format and some linting

* Remove most Images from the rest of the themes

* Remove all textures from all themes

* Fix drawing when the mouse gets released outside the canvas boundaries

* Format Keychain

* Implement #890

* Fix recorder

* Fix layout deletion

* Better static typing and fix empty_clicked signal-connected methods not having arguments

* Fix layout and extension directory creation if they don't already exist

* Change all instances of "HTML5" to "Web"

OS.get_name() now returns "Web" instead of "HTML5" in Godot 4

* Fix JavaScript detection

Opening files in the Web version does not yet work for some reason

* Fix formatting

* Fix lint errors

* Remove unneeded lines from rotation shaders

* Clean some rotation shader related code

* Remove ErrorManager from #891, as it's no longer needed in Godot 4

* Some docstrings

* More Vector2i and Recti replacing their float counterparts

* Remove the hardcoded shortcut from ValueSlider

Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.

* Fix bugs from the rebase, integer zooming is currently broken

* Format

* Fix bug where some imported images would fail to load when using smart slice

* Fix integer zooming (I think)

* Fix errors after #898

* Fix some UI issues with PreviewDialog

* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd

* Update Keychain and addons/README.md

* Update CI to Godot 4.1.1 (probably will not work)

* Remove XDGDataPaths.gd

* Make windows non-exclusive

* Attempt to fix macOS CI

* Attempt to fix CI

* Attempt to fix CI

* Minor fix in the dark theme, more will follow

* Silence enumerator/integer warning

* Attempt to fix macOS CI

* Another attempt to fix macOS CI

* Attempt to fix Windows & macOS CI

* fix: Recorder directory create (#903)

* Update Keychain so that the brush size shortcuts can be changed

This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons

* Change OSX to macOS

* Detect if multi-threading is enabled when exporting gifs

* Fix color picker not working on the top color mode

* Make some public methods private in Export.gd

* Remove Global.window_title variable

* Fix frame UI in the timeline breaking after 100 frames

* Static typing improvements for the timeline

* Better static typing for grids

* Fix typo

* Fix pixel grid not appearing

* Move preference updating code to Global using setters

This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.

* Remove RestoreDefaultButton.tscn

* Implement changing font size in the preferences

* Resize HeaderSmall font size along with the default font size

* A step towards fixing image loading in the Web version

Doesn't completely fix the issue, it requires a fix from Godot's side as well

* Implement missing input event actions for buttons

TODO: Add default shortcuts

* Do not change language and theme if they are already the defaults

Reduces the initial loading time a bit

* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools

This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.

* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger

* Fix Vector2i + Vector2 errors in grid center snapping

* Update tooltips when the shortcut profile changes

* Fix copy-paste mistake

* Update tooltips during startup if the shortcut profile is not the default

* Fix gif warning label size in ExportDialog

* Fix BBCode in ExportDialog

* Fix some Godot 4.2 warnings

* Some CI fixes

* Static typing improvements and more inline functions

* Format

* Even more static typing, inline methods, docstrings etc

* Some more static typing improvements and inline setters

* Remove unneeded project type specifying

* Fix splash dialog error

* Fix enumerator warning

* Don't preload the font in the rules and guides

* Fix some integer division warnings

Sometimes we indeed need them to be floats

* Change some Rect2s to Rect2is

* Minor static typing improvements

* Update README, CHANGELOG, Translations

* Only load translation files when needed, reduces loading time a bit

* Update Keychain so it doesn't load languages during startup

* Lazy load all tool scenes, breaks compatibility with the extension API

Decreases initial loading time

* Format

* Very minor loading time speedups

* Remove unneeded project type specifying

* Even more static typing and docstring improvements

* Fix extension loading

* Palette docstrings

---------

Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00

347 lines
12 KiB
GDScript

class_name BaseTool
extends VBoxContainer
var is_moving = false
var kname: String
var tool_slot: Tools.Slot = null
var cursor_text := ""
var _cursor := Vector2i(Vector2.INF)
var _draw_cache: Array[Vector2i] = [] ## For storing already drawn pixels
@warning_ignore("unused_private_class_variable") var _for_frame := 0 ## Cache for which frame
# Only use _spacing_mode and _spacing variables (the others are set automatically)
# The _spacing_mode and _spacing values are to be CHANGED only in the tool scripts (e.g Pencil.gd)
var _spacing_mode := false ## Enables spacing (continuous gaps between two strokes)
var _spacing := Vector2i.ZERO ## Spacing between two strokes
var _stroke_dimensions := Vector2i.ONE ## 2D vector containing _brush_size from Draw.gd
var _spacing_offset := Vector2i.ZERO ## The initial error between position and position.snapped()
@onready var color_rect := $ColorRect as ColorRect
func _ready() -> void:
kname = name.replace(" ", "_").to_lower()
if tool_slot.name == "Left tool":
color_rect.color = Global.left_tool_color
else:
color_rect.color = Global.right_tool_color
$Label.text = Tools.tools[name].display_name
load_config()
func save_config() -> void:
var config := get_config()
Global.config_cache.set_value(tool_slot.kname, kname, config)
func load_config() -> void:
var value = Global.config_cache.get_value(tool_slot.kname, kname, {})
set_config(value)
update_config()
func get_config() -> Dictionary:
return {}
func set_config(_config: Dictionary) -> void:
pass
func update_config() -> void:
pass
func draw_start(pos: Vector2i) -> void:
_draw_cache = []
is_moving = true
Global.current_project.can_undo = false
_spacing_offset = _get_spacing_offset(pos)
func draw_move(pos: Vector2i) -> void:
# This can happen if the user switches between tools with a shortcut
# while using another tool
if !is_moving:
draw_start(pos)
func draw_end(_pos: Vector2i) -> void:
is_moving = false
_draw_cache = []
Global.current_project.can_undo = true
func cursor_move(pos: Vector2i) -> void:
_cursor = pos
if _spacing_mode and is_moving:
_cursor = get_spacing_position(pos)
func get_spacing_position(pos: Vector2i) -> Vector2i:
# spacing_factor is the distance the mouse needs to get snapped by in order
# to keep a space "_spacing" between two strokes of dimensions "_stroke_dimensions"
var spacing_factor := _stroke_dimensions + _spacing
var snap_pos := Vector2(pos.snapped(spacing_factor) + _spacing_offset)
# keeping snap_pos as is would have been fine but this adds extra accuracy as to
# which snap point (from the list below) is closest to mouse and occupy THAT point
var t_l := snap_pos + Vector2(-spacing_factor.x, -spacing_factor.y)
var t_c := snap_pos + Vector2(0, -spacing_factor.y) # t_c is for "top centre" and so on...
var t_r := snap_pos + Vector2(spacing_factor.x, -spacing_factor.y)
var m_l := snap_pos + Vector2(-spacing_factor.x, 0)
var m_c := snap_pos
var m_r := snap_pos + Vector2(spacing_factor.x, 0)
var b_l := snap_pos + Vector2(-spacing_factor.x, spacing_factor.y)
var b_c := snap_pos + Vector2(0, spacing_factor.y)
var b_r := snap_pos + Vector2(spacing_factor.x, spacing_factor.y)
var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
for vec in vec_arr:
if vec.distance_to(pos) < snap_pos.distance_to(pos):
snap_pos = vec
return Vector2i(snap_pos)
func _get_spacing_offset(pos: Vector2i) -> Vector2i:
var spacing_factor := _stroke_dimensions + _spacing # spacing_factor is explained above
# since we just started drawing, the "position" is our intended location so the error
# (_spacing_offset) is measured by subtracting both quantities
return pos - pos.snapped(spacing_factor)
func draw_indicator(left: bool) -> void:
var rect := Rect2(_cursor, Vector2.ONE)
var color := Global.left_tool_color if left else Global.right_tool_color
Global.canvas.indicators.draw_rect(rect, color, false)
func draw_preview() -> void:
pass
func snap_position(pos: Vector2) -> Vector2:
var snapping_distance := Global.snapping_distance / Global.camera.zoom.x
if Global.snap_to_rectangular_grid_boundary:
var grid_pos := pos.snapped(Global.grid_size)
grid_pos += Vector2(Global.grid_offset)
# keeping grid_pos as is would have been fine but this adds extra accuracy as to
# which snap point (from the list below) is closest to mouse and occupy THAT point
var t_l := grid_pos + Vector2(-Global.grid_size.x, -Global.grid_size.y)
var t_c := grid_pos + Vector2(0, -Global.grid_size.y) # t_c is for "top centre" and so on
var t_r := grid_pos + Vector2(Global.grid_size.x, -Global.grid_size.y)
var m_l := grid_pos + Vector2(-Global.grid_size.x, 0)
var m_c := grid_pos
var m_r := grid_pos + Vector2(Global.grid_size.x, 0)
var b_l := grid_pos + Vector2(-Global.grid_size.x, Global.grid_size.y)
var b_c := grid_pos + Vector2(0, Global.grid_size.y)
var b_r := grid_pos + Vector2(Global.grid_size)
var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
for vec in vec_arr:
if vec.distance_to(pos) < grid_pos.distance_to(pos):
grid_pos = vec
var grid_point := _get_closest_point_to_grid(pos, snapping_distance, grid_pos)
if grid_point != Vector2.INF:
pos = grid_point.floor()
if Global.snap_to_rectangular_grid_center:
var grid_center := pos.snapped(Global.grid_size) + Vector2(Global.grid_size / 2)
grid_center += Vector2(Global.grid_offset)
# keeping grid_center as is would have been fine but this adds extra accuracy as to
# which snap point (from the list below) is closest to mouse and occupy THAT point
var t_l := grid_center + Vector2(-Global.grid_size.x, -Global.grid_size.y)
var t_c := grid_center + Vector2(0, -Global.grid_size.y) # t_c is for "top centre" and so on
var t_r := grid_center + Vector2(Global.grid_size.x, -Global.grid_size.y)
var m_l := grid_center + Vector2(-Global.grid_size.x, 0)
var m_c := grid_center
var m_r := grid_center + Vector2(Global.grid_size.x, 0)
var b_l := grid_center + Vector2(-Global.grid_size.x, Global.grid_size.y)
var b_c := grid_center + Vector2(0, Global.grid_size.y)
var b_r := grid_center + Vector2(Global.grid_size)
var vec_arr := [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
for vec in vec_arr:
if vec.distance_to(pos) < grid_center.distance_to(pos):
grid_center = vec
if grid_center.distance_to(pos) <= snapping_distance:
pos = grid_center.floor()
var snap_to := Vector2.INF
if Global.snap_to_guides:
for guide in Global.current_project.guides:
if guide is SymmetryGuide:
continue
var s1: Vector2 = guide.points[0]
var s2: Vector2 = guide.points[1]
var snap := _snap_to_guide(snap_to, pos, snapping_distance, s1, s2)
if snap == Vector2.INF:
continue
snap_to = snap
if Global.snap_to_perspective_guides:
for point in Global.current_project.vanishing_points:
if not (point.has("pos_x") and point.has("pos_y")): # Sanity check
continue
for i in point.lines.size():
if point.lines[i].has("angle") and point.lines[i].has("length"): # Sanity check
var angle := deg_to_rad(point.lines[i].angle)
var length: float = point.lines[i].length
var start := Vector2(point.pos_x, point.pos_y)
var s1 := start
var s2 := s1 + Vector2(length * cos(angle), length * sin(angle))
var snap := _snap_to_guide(snap_to, pos, snapping_distance, s1, s2)
if snap == Vector2.INF:
continue
snap_to = snap
if snap_to != Vector2.INF:
pos = snap_to.floor()
return pos
func _get_closest_point_to_grid(pos: Vector2, distance: float, grid_pos: Vector2) -> Vector2:
# If the cursor is close to the start/origin of a grid cell, snap to that
var snap_distance := distance * Vector2.ONE
var closest_point := Vector2.INF
var rect := Rect2()
rect.position = pos - (snap_distance / 4.0)
rect.end = pos + (snap_distance / 4.0)
if rect.has_point(grid_pos):
closest_point = grid_pos
return closest_point
# If the cursor is far from the grid cell origin but still close to a grid line
# Look for a point close to a horizontal grid line
var grid_start_hor := Vector2(0, grid_pos.y)
var grid_end_hor := Vector2(Global.current_project.size.x, grid_pos.y)
var closest_point_hor := _get_closest_point_to_segment(
pos, distance, grid_start_hor, grid_end_hor
)
# Look for a point close to a vertical grid line
var grid_start_ver := Vector2(grid_pos.x, 0)
var grid_end_ver := Vector2(grid_pos.x, Global.current_project.size.y)
var closest_point_ver := _get_closest_point_to_segment(
pos, distance, grid_start_ver, grid_end_ver
)
# Snap to the closest point to the closest grid line
var horizontal_distance := (closest_point_hor - pos).length()
var vertical_distance := (closest_point_ver - pos).length()
if horizontal_distance < vertical_distance:
closest_point = closest_point_hor
elif horizontal_distance > vertical_distance:
closest_point = closest_point_ver
elif horizontal_distance == vertical_distance and closest_point_hor != Vector2.INF:
closest_point = grid_pos
return closest_point
func _get_closest_point_to_segment(
pos: Vector2, distance: float, s1: Vector2, s2: Vector2
) -> Vector2:
var test_line := (s2 - s1).rotated(deg_to_rad(90)).normalized()
var from_a := pos - test_line * distance
var from_b := pos + test_line * distance
var closest_point := Vector2.INF
if Geometry2D.segment_intersects_segment(from_a, from_b, s1, s2):
closest_point = Geometry2D.get_closest_point_to_segment(pos, s1, s2)
return closest_point
func _snap_to_guide(
snap_to: Vector2, pos: Vector2, distance: float, s1: Vector2, s2: Vector2
) -> Vector2:
var closest_point := _get_closest_point_to_segment(pos, distance, s1, s2)
if closest_point == Vector2.INF: # Is not close to a guide
return Vector2.INF
# Snap to the closest guide
if snap_to == Vector2.INF or (snap_to - pos).length() > (closest_point - pos).length():
snap_to = closest_point
return snap_to
func _get_draw_rect() -> Rect2i:
if Global.current_project.has_selection:
return Global.current_project.selection_map.get_used_rect()
else:
return Rect2i(Vector2i.ZERO, Global.current_project.size)
func _get_draw_image() -> Image:
return Global.current_project.get_current_cel().get_image()
func _get_selected_draw_images() -> Array[Image]:
var images: Array[Image] = []
var project := Global.current_project
for cel_index in project.selected_cels:
var cel: BaseCel = project.frames[cel_index[0]].cels[cel_index[1]]
if not cel is PixelCel:
continue
if project.layers[cel_index[1]].can_layer_get_drawn():
images.append(cel.get_image())
return images
func _flip_rect(rect: Rect2, rect_size: Vector2, horiz: bool, vert: bool) -> Rect2:
var result := rect
if horiz:
result.position.x = rect_size.x - rect.end.x
result.end.x = rect_size.x - rect.position.x
if vert:
result.position.y = rect_size.y - rect.end.y
result.end.y = rect_size.y - rect.position.y
return result.abs()
func _create_polylines(bitmap: BitMap) -> Array:
var lines := []
var bitmap_size := bitmap.get_size()
for y in bitmap_size.y:
for x in bitmap_size.x:
var p := Vector2i(x, y)
if not bitmap.get_bitv(p):
continue
if x <= 0 or not bitmap.get_bitv(p - Vector2i(1, 0)):
_add_polylines_segment(lines, p, p + Vector2i(0, 1))
if y <= 0 or not bitmap.get_bitv(p - Vector2i(0, 1)):
_add_polylines_segment(lines, p, p + Vector2i(1, 0))
if x + 1 >= bitmap_size.x or not bitmap.get_bitv(p + Vector2i(1, 0)):
_add_polylines_segment(lines, p + Vector2i(1, 0), p + Vector2i(1, 1))
if y + 1 >= bitmap_size.y or not bitmap.get_bitv(p + Vector2i(0, 1)):
_add_polylines_segment(lines, p + Vector2i(0, 1), p + Vector2i(1, 1))
return lines
func _fill_bitmap_with_points(points: Array[Vector2i], bitmap_size: Vector2i) -> BitMap:
var bitmap := BitMap.new()
bitmap.create(bitmap_size)
for point in points:
if point.x < 0 or point.y < 0 or point.x >= bitmap_size.x or point.y >= bitmap_size.y:
continue
bitmap.set_bitv(point, 1)
return bitmap
func _add_polylines_segment(lines: Array, start: Vector2i, end: Vector2i) -> void:
for line in lines:
if line[0] == start:
line.insert(0, end)
return
if line[0] == end:
line.insert(0, start)
return
if line[line.size() - 1] == start:
line.append(end)
return
if line[line.size() - 1] == end:
line.append(start)
return
lines.append([start, end])
func _exit_tree() -> void:
if is_moving:
draw_end(Global.canvas.current_pixel.floor())