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Pixelorama/src/Tools/BaseTool.gd
2024-03-22 03:07:21 +02:00

361 lines
13 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 _stabilizer_center := Vector2.ZERO
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:
_stabilizer_center = pos
_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_stabilized_position(normal_pos: Vector2) -> Vector2:
if not Tools.stabilizer_enabled:
return normal_pos
var difference := normal_pos - _stabilizer_center
var distance := difference.length() / Tools.stabilizer_value
var angle := difference.angle()
var pos := _stabilizer_center + Vector2(distance, distance) * Vector2.from_angle(angle)
_stabilizer_center = pos
return pos
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())