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Pixelorama/src/Tools/Bucket.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

522 lines
16 KiB
GDScript

extends BaseTool
enum FillArea { AREA, COLORS, SELECTION }
enum FillWith { COLOR, PATTERN }
const COLOR_REPLACE_SHADER := preload("res://src/Shaders/ColorReplace.gdshader")
const PATTERN_FILL_SHADER := preload("res://src/Shaders/PatternFill.gdshader")
var _prev_mode := 0
var _pattern: Patterns.Pattern
var _similarity := 100
var _fill_area: int = FillArea.AREA
var _fill_with: int = FillWith.COLOR
var _offset_x := 0
var _offset_y := 0
## Working array used as buffer for segments while flooding
var _allegro_flood_segments: Array[Segment]
## Results array per image while flooding
var _allegro_image_segments: Array[Segment]
class Segment:
var flooding := false
var todo_above := false
var todo_below := false
var left_position := -5
var right_position := -5
var y := 0
var next := 0
func _init(_y: int) -> void:
y = _y
func _ready() -> void:
super._ready()
update_pattern()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("change_tool_mode"):
_prev_mode = _fill_area
if event.is_action("change_tool_mode"):
if _fill_area == FillArea.SELECTION:
_fill_area = FillArea.AREA
else:
_fill_area = _prev_mode ^ 1
_select_fill_area_optionbutton()
if event.is_action_released("change_tool_mode"):
_fill_area = _prev_mode
_select_fill_area_optionbutton()
func _on_FillAreaOptions_item_selected(index: int) -> void:
_fill_area = index
update_config()
save_config()
func _select_fill_area_optionbutton() -> void:
$FillAreaOptions.selected = _fill_area
$SimilaritySlider.visible = (_fill_area == FillArea.COLORS)
func _on_FillWithOptions_item_selected(index: int) -> void:
_fill_with = index
update_config()
save_config()
func _on_SimilaritySlider_value_changed(value: float) -> void:
_similarity = value
update_config()
save_config()
func _on_PatternType_pressed() -> void:
var popup: Popup = Global.patterns_popup
if !popup.pattern_selected.is_connected(_on_Pattern_selected):
popup.pattern_selected.connect(_on_Pattern_selected.bind(), CONNECT_ONE_SHOT)
popup.popup(Rect2i($FillPattern/Type.global_position, Vector2i(226, 72)))
func _on_Pattern_selected(pattern: Patterns.Pattern) -> void:
_pattern = pattern
update_pattern()
save_config()
func _on_PatternOffsetX_value_changed(value: float) -> void:
_offset_x = int(value)
update_config()
save_config()
func _on_PatternOffsetY_value_changed(value: float) -> void:
_offset_y = int(value)
update_config()
save_config()
func get_config() -> Dictionary:
if !_pattern:
return {"fill_area": _fill_area, "fill_with": _fill_with, "similarity": _similarity}
return {
"pattern_index": _pattern.index,
"fill_area": _fill_area,
"fill_with": _fill_with,
"similarity": _similarity,
"offset_x": _offset_x,
"offset_y": _offset_y,
}
func set_config(config: Dictionary) -> void:
if _pattern:
var index = config.get("pattern_index", _pattern.index)
_pattern = Global.patterns_popup.get_pattern(index)
_fill_area = config.get("fill_area", _fill_area)
_fill_with = config.get("fill_with", _fill_with)
_similarity = config.get("similarity", _similarity)
_offset_x = config.get("offset_x", _offset_x)
_offset_y = config.get("offset_y", _offset_y)
update_pattern()
func update_config() -> void:
_select_fill_area_optionbutton()
$FillWithOptions.selected = _fill_with
$SimilaritySlider.value = _similarity
$FillPattern.visible = _fill_with == FillWith.PATTERN
$FillPattern/OffsetX.value = _offset_x
$FillPattern/OffsetY.value = _offset_y
func update_pattern() -> void:
if _pattern == null:
if Global.patterns_popup.default_pattern == null:
return
else:
_pattern = Global.patterns_popup.default_pattern
var tex: ImageTexture
if !_pattern.image.is_empty():
tex = ImageTexture.create_from_image(_pattern.image)
$FillPattern/Type/Texture2D.texture = tex
var pattern_size := _pattern.image.get_size()
$FillPattern/OffsetX.max_value = pattern_size.x - 1
$FillPattern/OffsetY.max_value = pattern_size.y - 1
func draw_start(pos: Vector2i) -> void:
super.draw_start(pos)
if Input.is_action_pressed("draw_color_picker"):
_pick_color(pos)
return
Global.canvas.selection.transform_content_confirm()
if (
!Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn()
or !Rect2i(Vector2i.ZERO, Global.current_project.size).has_point(pos)
):
return
if Global.current_project.has_selection and not Global.current_project.can_pixel_get_drawn(pos):
return
var undo_data := _get_undo_data()
match _fill_area:
FillArea.AREA:
fill_in_area(pos)
FillArea.COLORS:
fill_in_color(pos)
FillArea.SELECTION:
fill_in_selection()
commit_undo("Draw", undo_data)
func draw_move(pos: Vector2i) -> void:
super.draw_move(pos)
func draw_end(pos: Vector2i) -> void:
super.draw_end(pos)
func fill_in_color(pos: Vector2i) -> void:
var project := Global.current_project
var images := _get_selected_draw_images()
for image in images:
var color: Color = image.get_pixelv(pos)
var pattern_image: Image
if _fill_with == FillWith.COLOR or _pattern == null:
if tool_slot.color.is_equal_approx(color):
continue
else:
# End early if we are filling with an empty pattern
pattern_image = _pattern.image
var pattern_size := pattern_image.get_size()
if pattern_size.x == 0 or pattern_size.y == 0:
return
var selection: Image
var selection_tex: ImageTexture
if project.has_selection:
selection = project.selection_map
else:
selection = Image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8)
selection.fill(Color(1, 1, 1, 1))
selection_tex = ImageTexture.create_from_image(selection)
var pattern_tex: ImageTexture
if _pattern and pattern_image:
pattern_tex = ImageTexture.create_from_image(pattern_image)
var params := {
"size": project.size,
"old_color": color,
"new_color": tool_slot.color,
"similarity_percent": _similarity,
"selection": selection_tex,
"pattern": pattern_tex,
"has_pattern": true if _fill_with == FillWith.PATTERN else false
}
if is_instance_valid(pattern_tex):
var pattern_size := Vector2i(pattern_tex.get_size())
params["pattern_size"] = pattern_size
# pixel offset converted to pattern uv offset
params["pattern_uv_offset"] = (
Vector2i.ONE / pattern_size * Vector2i(_offset_x, _offset_y)
)
var gen := ShaderImageEffect.new()
gen.generate_image(image, COLOR_REPLACE_SHADER, params, project.size)
func fill_in_area(pos: Vector2i) -> void:
var project := Global.current_project
_flood_fill(pos)
# Handle Mirroring
var mirror_x := project.x_symmetry_point - pos.x
var mirror_y := project.y_symmetry_point - pos.y
var mirror_x_inside := project.can_pixel_get_drawn(Vector2i(mirror_x, pos.y))
var mirror_y_inside := project.can_pixel_get_drawn(Vector2i(pos.x, mirror_y))
if Tools.horizontal_mirror and mirror_x_inside:
_flood_fill(Vector2i(mirror_x, pos.y))
if Tools.vertical_mirror and mirror_y_inside:
_flood_fill(Vector2i(mirror_x, mirror_y))
if Tools.vertical_mirror and mirror_y_inside:
_flood_fill(Vector2i(pos.x, mirror_y))
func fill_in_selection() -> void:
var project := Global.current_project
var images := _get_selected_draw_images()
if _fill_with == FillWith.COLOR or _pattern == null:
if project.has_selection:
var filler := Image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8)
filler.fill(tool_slot.color)
var rect: Rect2i = Global.canvas.selection.big_bounding_rectangle
var selection_map_copy := SelectionMap.new()
selection_map_copy.copy_from(project.selection_map)
# In case the selection map is bigger than the canvas
selection_map_copy.crop(project.size.x, project.size.y)
for image in images:
image.blit_rect_mask(filler, selection_map_copy, rect, rect.position)
else:
for image in images:
image.fill(tool_slot.color)
else:
# End early if we are filling with an empty pattern
var pattern_image: Image = _pattern.image
var pattern_size := pattern_image.get_size()
if pattern_size.x == 0 or pattern_size.y == 0:
return
var selection: Image
var selection_tex: ImageTexture
if project.has_selection:
selection = project.selection_map
else:
selection = Image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8)
selection.fill(Color(1, 1, 1, 1))
selection_tex = ImageTexture.create_from_image(selection)
var pattern_tex: ImageTexture
if _pattern and pattern_image:
pattern_tex = ImageTexture.create_from_image(pattern_image)
var params := {
"selection": selection_tex,
"size": project.size,
"pattern": pattern_tex,
}
if is_instance_valid(pattern_tex):
params["pattern_size"] = pattern_size
# pixel offset converted to pattern uv offset
params["pattern_uv_offset"] = (
Vector2i.ONE / pattern_size * Vector2i(_offset_x, _offset_y)
)
for image in images:
var gen := ShaderImageEffect.new()
gen.generate_image(image, PATTERN_FILL_SHADER, params, project.size)
## Add a new segment to the array
func _add_new_segment(y := 0) -> void:
_allegro_flood_segments.append(Segment.new(y))
## Fill an horizontal segment around the specified position, and adds it to the
## list of segments filled. Returns the first x coordinate after the part of the
## line that has been filled.
func _flood_line_around_point(
pos: Vector2i, project: Project, image: Image, src_color: Color
) -> int:
# this method is called by `_flood_fill` after the required data structures
# have been initialized
if not image.get_pixelv(pos).is_equal_approx(src_color):
return pos.x + 1
var west := pos
var east := pos
if project.has_selection:
while (
project.can_pixel_get_drawn(west) && image.get_pixelv(west).is_equal_approx(src_color)
):
west += Vector2i.LEFT
while (
project.can_pixel_get_drawn(east) && image.get_pixelv(east).is_equal_approx(src_color)
):
east += Vector2i.RIGHT
else:
while west.x >= 0 && image.get_pixelv(west).is_equal_approx(src_color):
west += Vector2i.LEFT
while east.x < project.size.x && image.get_pixelv(east).is_equal_approx(src_color):
east += Vector2i.RIGHT
# Make a note of the stuff we processed
var c := pos.y
var segment := _allegro_flood_segments[c]
# we may have already processed some segments on this y coordinate
if segment.flooding:
while segment.next > 0:
c = segment.next # index of next segment in this line of image
segment = _allegro_flood_segments[c]
# found last current segment on this line
c = _allegro_flood_segments.size()
segment.next = c
_add_new_segment(pos.y)
segment = _allegro_flood_segments[c]
# set the values for the current segment
segment.flooding = true
segment.left_position = west.x + 1
segment.right_position = east.x - 1
segment.y = pos.y
segment.next = 0
# Should we process segments above or below this one?
# when there is a selected area, the pixels above and below the one we started creating this
# segment from may be outside it. It's easier to assume we should be checking for segments
# above and below this one than to specifically check every single pixel in it, because that
# test will be performed later anyway.
# On the other hand, this test we described is the same `project.can_pixel_get_drawn` does if
# there is no selection, so we don't need branching here.
segment.todo_above = pos.y > 0
segment.todo_below = pos.y < project.size.y - 1
# this is an actual segment we should be coloring, so we add it to the results for the
# current image
if segment.right_position >= segment.left_position:
_allegro_image_segments.append(segment)
# we know the point just east of the segment is not part of a segment that should be
# processed, else it would be part of this segment
return east.x + 1
func _check_flooded_segment(
y: int, left: int, right: int, project: Project, image: Image, src_color: Color
) -> bool:
var ret := false
var c: int = 0
while left <= right:
c = y
while true:
var segment := _allegro_flood_segments[c]
if left >= segment.left_position and left <= segment.right_position:
left = segment.right_position + 2
break
c = segment.next
if c == 0: # couldn't find a valid segment, so we draw a new one
left = _flood_line_around_point(Vector2i(left, y), project, image, src_color)
ret = true
break
return ret
func _flood_fill(pos: Vector2i) -> void:
# implements the floodfill routine by Shawn Hargreaves
# from https://www1.udel.edu/CIS/software/dist/allegro-4.2.1/src/flood.c
var project := Global.current_project
var images := _get_selected_draw_images()
for image in images:
var color: Color = image.get_pixelv(pos)
if _fill_with == FillWith.COLOR or _pattern == null:
# end early if we are filling with the same color
if tool_slot.color.is_equal_approx(color):
continue
else:
# end early if we are filling with an empty pattern
var pattern_size := _pattern.image.get_size()
if pattern_size.x == 0 or pattern_size.y == 0:
return
# init flood data structures
_allegro_flood_segments = []
_allegro_image_segments = []
_compute_segments_for_image(pos, project, image, color)
# now actually color the image: since we have already checked a few things for the points
# we'll process here, we're going to skip a bunch of safety checks to speed things up.
_color_segments(image)
func _compute_segments_for_image(
pos: Vector2i, project: Project, image: Image, src_color: Color
) -> void:
# initially allocate at least 1 segment per line of image
for j in image.get_height():
_add_new_segment(j)
# start flood algorithm
_flood_line_around_point(pos, project, image, src_color)
# test all segments while also discovering more
var done := false
while not done:
done = true
var max_index := _allegro_flood_segments.size()
for c in max_index:
var p := _allegro_flood_segments[c]
if p.todo_below: # check below the segment?
p.todo_below = false
if _check_flooded_segment(
p.y + 1, p.left_position, p.right_position, project, image, src_color
):
done = false
if p.todo_above: # check above the segment?
p.todo_above = false
if _check_flooded_segment(
p.y - 1, p.left_position, p.right_position, project, image, src_color
):
done = false
func _color_segments(image: Image) -> void:
if _fill_with == FillWith.COLOR or _pattern == null:
var color: Color = tool_slot.color
# short circuit for flat colors
for c in _allegro_image_segments.size():
var p := _allegro_image_segments[c]
for px in range(p.left_position, p.right_position + 1):
# We don't have to check again whether the point being processed is within the bounds
image.set_pixel(px, p.y, color)
else:
# shortcircuit tests for patternfills
var pattern_size := _pattern.image.get_size()
# we know the pattern had a valid size when we began flooding, so we can skip testing that
# again for every point in the pattern.
for c in _allegro_image_segments.size():
var p := _allegro_image_segments[c]
for px in range(p.left_position, p.right_position + 1):
_set_pixel_pattern(image, px, p.y, pattern_size)
func _set_pixel_pattern(image: Image, x: int, y: int, pattern_size: Vector2i) -> void:
var px := (x + _offset_x) % pattern_size.x
var py := (y + _offset_y) % pattern_size.y
var pc := _pattern.image.get_pixel(px, py)
image.set_pixel(x, y, pc)
func commit_undo(action: String, undo_data: Dictionary) -> void:
var redo_data := _get_undo_data()
var project := Global.current_project
var frame := -1
var layer := -1
if Global.animation_timer.is_stopped() and project.selected_cels.size() == 1:
frame = project.current_frame
layer = project.current_layer
project.undos += 1
project.undo_redo.create_action(action)
for image in redo_data:
project.undo_redo.add_do_property(image, "data", redo_data[image])
for image in undo_data:
project.undo_redo.add_undo_property(image, "data", undo_data[image])
project.undo_redo.add_do_method(Global.undo_or_redo.bind(false, frame, layer))
project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true, frame, layer))
project.undo_redo.commit_action()
func _get_undo_data() -> Dictionary:
var data := {}
var images := _get_selected_draw_images()
for image in images:
data[image] = image.data
return data
func _pick_color(pos: Vector2i) -> void:
var project := Global.current_project
pos = project.tiles.get_canon_position(pos)
if pos.x < 0 or pos.y < 0:
return
var image := Image.new()
image.copy_from(_get_draw_image())
if pos.x > image.get_width() - 1 or pos.y > image.get_height() - 1:
return
var color := image.get_pixelv(pos)
var button := (
MOUSE_BUTTON_LEFT
if Tools._slots[MOUSE_BUTTON_LEFT].tool_node == self
else MOUSE_BUTTON_RIGHT
)
Tools.assign_color(color, button, false)