mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-02-07 10:59:49 +00:00
361 lines
13 KiB
GDScript
361 lines
13 KiB
GDScript
class_name BaseTool
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extends VBoxContainer
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var is_moving := false
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var kname: String
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var tool_slot: Tools.Slot = null
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var cursor_text := ""
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var _cursor := Vector2i(Vector2.INF)
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var _stabilizer_center := Vector2.ZERO
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var _draw_cache: Array[Vector2i] = [] ## For storing already drawn pixels
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@warning_ignore("unused_private_class_variable")
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var _for_frame := 0 ## Cache for which frame
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# Only use _spacing_mode and _spacing variables (the others are set automatically)
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# The _spacing_mode and _spacing values are to be CHANGED only in the tool scripts (e.g Pencil.gd)
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var _spacing_mode := false ## Enables spacing (continuous gaps between two strokes)
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var _spacing := Vector2i.ZERO ## Spacing between two strokes
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var _stroke_dimensions := Vector2i.ONE ## 2D vector containing _brush_size from Draw.gd
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var _spacing_offset := Vector2i.ZERO ## The initial error between position and position.snapped()
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@onready var color_rect := $ColorRect as ColorRect
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func _ready() -> void:
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kname = name.replace(" ", "_").to_lower()
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if tool_slot.name == "Left tool":
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color_rect.color = Global.left_tool_color
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else:
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color_rect.color = Global.right_tool_color
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$Label.text = Tools.tools[name].display_name
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load_config()
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func save_config() -> void:
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var config := get_config()
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Global.config_cache.set_value(tool_slot.kname, kname, config)
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func load_config() -> void:
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var value = Global.config_cache.get_value(tool_slot.kname, kname, {})
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set_config(value)
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update_config()
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func get_config() -> Dictionary:
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return {}
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func set_config(_config: Dictionary) -> void:
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pass
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func update_config() -> void:
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pass
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func draw_start(pos: Vector2i) -> void:
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_stabilizer_center = pos
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_draw_cache = []
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is_moving = true
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Global.current_project.can_undo = false
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_spacing_offset = _get_spacing_offset(pos)
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func draw_move(pos: Vector2i) -> void:
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# This can happen if the user switches between tools with a shortcut
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# while using another tool
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if !is_moving:
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draw_start(pos)
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func draw_end(_pos: Vector2i) -> void:
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is_moving = false
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_draw_cache = []
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Global.current_project.can_undo = true
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func cursor_move(pos: Vector2i) -> void:
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_cursor = pos
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if _spacing_mode and is_moving:
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_cursor = get_spacing_position(pos)
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func get_spacing_position(pos: Vector2i) -> Vector2i:
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# spacing_factor is the distance the mouse needs to get snapped by in order
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# to keep a space "_spacing" between two strokes of dimensions "_stroke_dimensions"
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var spacing_factor := _stroke_dimensions + _spacing
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var snap_pos := Vector2(pos.snapped(spacing_factor) + _spacing_offset)
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# keeping snap_pos as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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var t_l := snap_pos + Vector2(-spacing_factor.x, -spacing_factor.y)
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var t_c := snap_pos + Vector2(0, -spacing_factor.y) # t_c is for "top centre" and so on...
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var t_r := snap_pos + Vector2(spacing_factor.x, -spacing_factor.y)
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var m_l := snap_pos + Vector2(-spacing_factor.x, 0)
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var m_c := snap_pos
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var m_r := snap_pos + Vector2(spacing_factor.x, 0)
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var b_l := snap_pos + Vector2(-spacing_factor.x, spacing_factor.y)
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var b_c := snap_pos + Vector2(0, spacing_factor.y)
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var b_r := snap_pos + Vector2(spacing_factor.x, spacing_factor.y)
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var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
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for vec in vec_arr:
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if vec.distance_to(pos) < snap_pos.distance_to(pos):
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snap_pos = vec
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return Vector2i(snap_pos)
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func _get_spacing_offset(pos: Vector2i) -> Vector2i:
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var spacing_factor := _stroke_dimensions + _spacing # spacing_factor is explained above
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# since we just started drawing, the "position" is our intended location so the error
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# (_spacing_offset) is measured by subtracting both quantities
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return pos - pos.snapped(spacing_factor)
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func draw_indicator(left: bool) -> void:
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var rect := Rect2(_cursor, Vector2.ONE)
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var color := Global.left_tool_color if left else Global.right_tool_color
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Global.canvas.indicators.draw_rect(rect, color, false)
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func draw_preview() -> void:
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pass
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func snap_position(pos: Vector2) -> Vector2:
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var snapping_distance := Global.snapping_distance / Global.camera.zoom.x
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if Global.snap_to_rectangular_grid_boundary:
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var grid_pos := pos.snapped(Global.grid_size)
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grid_pos += Vector2(Global.grid_offset)
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# keeping grid_pos as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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var t_l := grid_pos + Vector2(-Global.grid_size.x, -Global.grid_size.y)
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var t_c := grid_pos + Vector2(0, -Global.grid_size.y) # t_c is for "top centre" and so on
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var t_r := grid_pos + Vector2(Global.grid_size.x, -Global.grid_size.y)
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var m_l := grid_pos + Vector2(-Global.grid_size.x, 0)
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var m_c := grid_pos
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var m_r := grid_pos + Vector2(Global.grid_size.x, 0)
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var b_l := grid_pos + Vector2(-Global.grid_size.x, Global.grid_size.y)
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var b_c := grid_pos + Vector2(0, Global.grid_size.y)
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var b_r := grid_pos + Vector2(Global.grid_size)
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var vec_arr: PackedVector2Array = [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
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for vec in vec_arr:
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if vec.distance_to(pos) < grid_pos.distance_to(pos):
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grid_pos = vec
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var grid_point := _get_closest_point_to_grid(pos, snapping_distance, grid_pos)
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if grid_point != Vector2.INF:
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pos = grid_point.floor()
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if Global.snap_to_rectangular_grid_center:
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var grid_center := pos.snapped(Global.grid_size) + Vector2(Global.grid_size / 2)
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grid_center += Vector2(Global.grid_offset)
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# keeping grid_center as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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var t_l := grid_center + Vector2(-Global.grid_size.x, -Global.grid_size.y)
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var t_c := grid_center + Vector2(0, -Global.grid_size.y) # t_c is for "top centre" and so on
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var t_r := grid_center + Vector2(Global.grid_size.x, -Global.grid_size.y)
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var m_l := grid_center + Vector2(-Global.grid_size.x, 0)
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var m_c := grid_center
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var m_r := grid_center + Vector2(Global.grid_size.x, 0)
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var b_l := grid_center + Vector2(-Global.grid_size.x, Global.grid_size.y)
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var b_c := grid_center + Vector2(0, Global.grid_size.y)
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var b_r := grid_center + Vector2(Global.grid_size)
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var vec_arr := [t_l, t_c, t_r, m_l, m_c, m_r, b_l, b_c, b_r]
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for vec in vec_arr:
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if vec.distance_to(pos) < grid_center.distance_to(pos):
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grid_center = vec
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if grid_center.distance_to(pos) <= snapping_distance:
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pos = grid_center.floor()
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var snap_to := Vector2.INF
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if Global.snap_to_guides:
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for guide in Global.current_project.guides:
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if guide is SymmetryGuide:
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continue
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var s1: Vector2 = guide.points[0]
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var s2: Vector2 = guide.points[1]
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var snap := _snap_to_guide(snap_to, pos, snapping_distance, s1, s2)
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if snap == Vector2.INF:
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continue
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snap_to = snap
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if Global.snap_to_perspective_guides:
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for point in Global.current_project.vanishing_points:
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if not (point.has("pos_x") and point.has("pos_y")): # Sanity check
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continue
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for i in point.lines.size():
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if point.lines[i].has("angle") and point.lines[i].has("length"): # Sanity check
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var angle := deg_to_rad(point.lines[i].angle)
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var length: float = point.lines[i].length
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var start := Vector2(point.pos_x, point.pos_y)
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var s1 := start
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var s2 := s1 + Vector2(length * cos(angle), length * sin(angle))
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var snap := _snap_to_guide(snap_to, pos, snapping_distance, s1, s2)
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if snap == Vector2.INF:
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continue
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snap_to = snap
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if snap_to != Vector2.INF:
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pos = snap_to.floor()
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return pos
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func _get_closest_point_to_grid(pos: Vector2, distance: float, grid_pos: Vector2) -> Vector2:
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# If the cursor is close to the start/origin of a grid cell, snap to that
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var snap_distance := distance * Vector2.ONE
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var closest_point := Vector2.INF
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var rect := Rect2()
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rect.position = pos - (snap_distance / 4.0)
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rect.end = pos + (snap_distance / 4.0)
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if rect.has_point(grid_pos):
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closest_point = grid_pos
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return closest_point
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# If the cursor is far from the grid cell origin but still close to a grid line
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# Look for a point close to a horizontal grid line
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var grid_start_hor := Vector2(0, grid_pos.y)
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var grid_end_hor := Vector2(Global.current_project.size.x, grid_pos.y)
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var closest_point_hor := _get_closest_point_to_segment(
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pos, distance, grid_start_hor, grid_end_hor
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)
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# Look for a point close to a vertical grid line
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var grid_start_ver := Vector2(grid_pos.x, 0)
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var grid_end_ver := Vector2(grid_pos.x, Global.current_project.size.y)
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var closest_point_ver := _get_closest_point_to_segment(
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pos, distance, grid_start_ver, grid_end_ver
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)
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# Snap to the closest point to the closest grid line
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var horizontal_distance := (closest_point_hor - pos).length()
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var vertical_distance := (closest_point_ver - pos).length()
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if horizontal_distance < vertical_distance:
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closest_point = closest_point_hor
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elif horizontal_distance > vertical_distance:
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closest_point = closest_point_ver
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elif horizontal_distance == vertical_distance and closest_point_hor != Vector2.INF:
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closest_point = grid_pos
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return closest_point
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func _get_closest_point_to_segment(
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pos: Vector2, distance: float, s1: Vector2, s2: Vector2
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) -> Vector2:
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var test_line := (s2 - s1).rotated(deg_to_rad(90)).normalized()
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var from_a := pos - test_line * distance
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var from_b := pos + test_line * distance
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var closest_point := Vector2.INF
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if Geometry2D.segment_intersects_segment(from_a, from_b, s1, s2):
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closest_point = Geometry2D.get_closest_point_to_segment(pos, s1, s2)
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return closest_point
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func _snap_to_guide(
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snap_to: Vector2, pos: Vector2, distance: float, s1: Vector2, s2: Vector2
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) -> Vector2:
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var closest_point := _get_closest_point_to_segment(pos, distance, s1, s2)
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if closest_point == Vector2.INF: # Is not close to a guide
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return Vector2.INF
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# Snap to the closest guide
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if snap_to == Vector2.INF or (snap_to - pos).length() > (closest_point - pos).length():
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snap_to = closest_point
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return snap_to
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func _get_stabilized_position(normal_pos: Vector2) -> Vector2:
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if not Tools.stabilizer_enabled:
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return normal_pos
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var difference := normal_pos - _stabilizer_center
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var distance := difference.length() / Tools.stabilizer_value
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var angle := difference.angle()
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var pos := _stabilizer_center + Vector2(distance, distance) * Vector2.from_angle(angle)
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_stabilizer_center = pos
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return pos
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func _get_draw_rect() -> Rect2i:
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if Global.current_project.has_selection:
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return Global.current_project.selection_map.get_used_rect()
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else:
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return Rect2i(Vector2i.ZERO, Global.current_project.size)
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func _get_draw_image() -> Image:
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return Global.current_project.get_current_cel().get_image()
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func _get_selected_draw_images() -> Array[Image]:
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var images: Array[Image] = []
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var project := Global.current_project
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for cel_index in project.selected_cels:
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var cel: BaseCel = project.frames[cel_index[0]].cels[cel_index[1]]
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if not cel is PixelCel:
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continue
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if project.layers[cel_index[1]].can_layer_get_drawn():
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images.append(cel.get_image())
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return images
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func _flip_rect(rect: Rect2, rect_size: Vector2, horiz: bool, vert: bool) -> Rect2:
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var result := rect
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if horiz:
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result.position.x = rect_size.x - rect.end.x
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result.end.x = rect_size.x - rect.position.x
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if vert:
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result.position.y = rect_size.y - rect.end.y
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result.end.y = rect_size.y - rect.position.y
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return result.abs()
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func _create_polylines(bitmap: BitMap) -> Array:
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var lines := []
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var bitmap_size := bitmap.get_size()
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for y in bitmap_size.y:
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for x in bitmap_size.x:
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var p := Vector2i(x, y)
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if not bitmap.get_bitv(p):
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continue
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if x <= 0 or not bitmap.get_bitv(p - Vector2i(1, 0)):
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_add_polylines_segment(lines, p, p + Vector2i(0, 1))
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if y <= 0 or not bitmap.get_bitv(p - Vector2i(0, 1)):
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_add_polylines_segment(lines, p, p + Vector2i(1, 0))
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if x + 1 >= bitmap_size.x or not bitmap.get_bitv(p + Vector2i(1, 0)):
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_add_polylines_segment(lines, p + Vector2i(1, 0), p + Vector2i(1, 1))
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if y + 1 >= bitmap_size.y or not bitmap.get_bitv(p + Vector2i(0, 1)):
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_add_polylines_segment(lines, p + Vector2i(0, 1), p + Vector2i(1, 1))
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return lines
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func _fill_bitmap_with_points(points: Array[Vector2i], bitmap_size: Vector2i) -> BitMap:
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var bitmap := BitMap.new()
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bitmap.create(bitmap_size)
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for point in points:
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if point.x < 0 or point.y < 0 or point.x >= bitmap_size.x or point.y >= bitmap_size.y:
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continue
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bitmap.set_bitv(point, 1)
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return bitmap
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func _add_polylines_segment(lines: Array, start: Vector2i, end: Vector2i) -> void:
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for line in lines:
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if line[0] == start:
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line.insert(0, end)
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return
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if line[0] == end:
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line.insert(0, start)
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return
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if line[line.size() - 1] == start:
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line.append(end)
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return
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if line[line.size() - 1] == end:
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line.append(start)
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return
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lines.append([start, end])
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func _exit_tree() -> void:
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if is_moving:
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draw_end(Global.canvas.current_pixel.floor())
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