1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-01-20 10:09:48 +00:00
Pixelorama/src/Tools/Pencil.gd
Emmanouil Papadeas f509dfb9f6
Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin

* Update ShortcutEdit.gd

* Load & save preset option

* Add some groups and fix action events not being deleted on load

* Add MenuInputAction class for multiple menu accelerators

* Create a proper plugin and a BetterInput autoload

* Update menu accelerators

* Move settings to BetterInput

* Move menu enums to Global, make more MenuInputActions

* Add more menu events

* Add new groups

* Optimize BetterInput _input() method

* Remove a lot of lines of code

* Change some previous events, add ignore actions and a View menu group

* Change update_item_accelerator to update_ui

* Move MenuInputAction initialization to BetterInput.gd

* Update hint tooltips when a shortcut changes

Temporarily comment out some code regarding the configurable modifiers

* Some MenuInputAction variable name changes

* Add handle_input() to InputAction

* Update the shortcuts of buttons

* Fix shortcut selector menu position

* Change plugin name into Keychain

* Fix keyboard input dialog exiting when Enter or Space is being pressed

* Add two more groups

* Make groups folded by default

* Temporarily make tool modifier shortcuts not configurable

A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.

* Add license for Keychain

* Fix issue where a key event would be added in other input types

* Fix bug where the assigned state was not updated when the dialog appeared again

* Update Main.tscn

* Add a disabled line edit in keyboard shortcut selector to grab focus

* Load presets in the Keychain autoload

This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.

WARNING, this currently causes crashes if the menu items have no shortcut binded to them.

* Move custom settings away from Keychain.gd

To keep it the same as the upstream plugin

* Change menu enum names

* Made action_get_first_key() more general

* Use arrays for menu items instead of dictionaries, fixes crash

* Move moveable panels to Window menu

* Format

* Optimize hint tooltip updating

* Add support for translations in Keychain

* Translation changes

* Made tool modifiers configurable

Needs more testing.

* Made camera arrow key movement configurable & joypad axis support

This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.

The right joypad analog stick is configured to move the camera by default.

* Rename presets into shortcut profiles, use Resources and let users create their own

* [skip ci] Update addons README

* Update Global.gd
2022-05-16 15:07:51 +03:00

164 lines
3.8 KiB
GDScript

extends "res://src/Tools/Draw.gd"
var _prev_mode := false
var _last_position := Vector2.INF
var _changed := false
var _overwrite := false
var _fill_inside := false
var _draw_points := Array()
class PencilOp:
extends Drawer.ColorOp
var changed := false
var overwrite := false
func process(src: Color, dst: Color) -> Color:
changed = true
src.a *= strength
if overwrite:
return src
return dst.blend(src)
func _init() -> void:
_drawer.color_op = PencilOp.new()
func _on_Overwrite_toggled(button_pressed: bool):
_overwrite = button_pressed
update_config()
save_config()
func _on_FillInside_toggled(button_pressed):
_fill_inside = button_pressed
update_config()
save_config()
func _input(event: InputEvent) -> void:
var overwrite_button: CheckBox = $Overwrite
if event.is_action_pressed("change_tool_mode"):
_prev_mode = overwrite_button.pressed
if event.is_action("change_tool_mode"):
overwrite_button.pressed = !_prev_mode
_overwrite = overwrite_button.pressed
if event.is_action_released("change_tool_mode"):
overwrite_button.pressed = _prev_mode
_overwrite = overwrite_button.pressed
func get_config() -> Dictionary:
var config := .get_config()
config["overwrite"] = _overwrite
config["fill_inside"] = _fill_inside
return config
func set_config(config: Dictionary) -> void:
.set_config(config)
_overwrite = config.get("overwrite", _overwrite)
_fill_inside = config.get("fill_inside", _fill_inside)
func update_config() -> void:
.update_config()
$Overwrite.pressed = _overwrite
$FillInside.pressed = _fill_inside
func draw_start(position: Vector2) -> void:
.draw_start(position)
if Input.is_action_pressed("draw_color_picker"):
_picking_color = true
_pick_color(position)
return
_picking_color = false
Global.canvas.selection.transform_content_confirm()
var can_skip_mask := true
if tool_slot.color.a < 1 and !_overwrite:
can_skip_mask = false
update_mask(can_skip_mask)
_changed = false
_drawer.color_op.changed = false
_drawer.color_op.overwrite = _overwrite
_draw_points = Array()
prepare_undo("Draw")
_drawer.reset()
_draw_line = Input.is_action_pressed("draw_create_line")
if _draw_line:
_line_start = position
_line_end = position
update_line_polylines(_line_start, _line_end)
else:
if _fill_inside:
_draw_points.append(position)
draw_tool(position)
_last_position = position
Global.canvas.sprite_changed_this_frame = true
cursor_text = ""
func draw_move(position: Vector2) -> void:
.draw_move(position)
if _picking_color: # Still return even if we released Alt
if Input.is_action_pressed("draw_color_picker"):
_pick_color(position)
return
if _draw_line:
var d = _line_angle_constraint(_line_start, position)
_line_end = d.position
cursor_text = d.text
update_line_polylines(_line_start, _line_end)
else:
draw_fill_gap(_last_position, position)
_last_position = position
cursor_text = ""
Global.canvas.sprite_changed_this_frame = true
if _fill_inside:
_draw_points.append(position)
func draw_end(position: Vector2) -> void:
.draw_end(position)
if _picking_color:
return
if _draw_line:
draw_tool(_line_start)
draw_fill_gap(_line_start, _line_end)
_draw_line = false
else:
if _fill_inside:
_draw_points.append(position)
if _draw_points.size() > 3:
var v = Vector2()
var image_size = Global.current_project.size
for x in image_size.x:
v.x = x
for y in image_size.y:
v.y = y
if Geometry.is_point_in_polygon(v, _draw_points):
draw_tool(v)
commit_undo()
cursor_text = ""
update_random_image()
func _draw_brush_image(image: Image, src_rect: Rect2, dst: Vector2) -> void:
_changed = true
var images := _get_selected_draw_images()
if _overwrite:
for draw_image in images:
draw_image.blit_rect(image, src_rect, dst)
else:
for draw_image in images:
draw_image.blend_rect(image, src_rect, dst)