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Pixelorama/src/Tools/BaseSelectionTool.gd
2024-12-05 03:57:44 +02:00

284 lines
8.6 KiB
GDScript

class_name BaseSelectionTool
extends BaseTool
enum Mode { DEFAULT, ADD, SUBTRACT, INTERSECT }
var undo_data: Dictionary
var _move := false
var _move_content := true
var _start_pos := Vector2i.ZERO
var _offset := Vector2i.ZERO
## For tools such as the Polygon selection tool where you have to
## click multiple times to create a selection
var _ongoing_selection := false
var _mode_selected := 0
var _add := false ## Shift + Mouse Click
var _subtract := false ## Ctrl + Mouse Click
var _intersect := false ## Shift + Ctrl + Mouse Click
## Used to check if the state of content transformation has been changed
## while draw_move() is being called. For example, pressing Enter while still moving content
var _content_transformation_check := false
var _skip_slider_logic := false
@onready var selection_node := Global.canvas.selection
@onready var confirm_buttons := $ConfirmButtons as HBoxContainer
@onready var position_sliders := $Position as ValueSliderV2
@onready var size_sliders := $Size as ValueSliderV2
@onready var timer := $Timer as Timer
func _ready() -> void:
super._ready()
set_confirm_buttons_visibility()
set_spinbox_values()
refresh_options()
selection_node.is_moving_content_changed.connect(set_confirm_buttons_visibility)
func set_confirm_buttons_visibility() -> void:
confirm_buttons.visible = selection_node.is_moving_content
## Ensure all items are added when we are selecting an option.
func refresh_options() -> void:
$Modes.clear()
$Modes.add_item("Replace selection")
$Modes.add_item("Add to selection")
$Modes.add_item("Subtract from selection")
$Modes.add_item("Intersection of selections")
$Modes.select(_mode_selected)
func get_config() -> Dictionary:
var config := super.get_config()
config["mode_selected"] = _mode_selected
return config
func set_config(config: Dictionary) -> void:
_mode_selected = config.get("mode_selected", 0)
func update_config() -> void:
refresh_options()
func set_spinbox_values() -> void:
_skip_slider_logic = true
var select_rect: Rect2i = selection_node.big_bounding_rectangle
var has_selection := select_rect.has_area()
if not has_selection:
size_sliders.press_ratio_button(false)
position_sliders.editable = has_selection
position_sliders.value = select_rect.position
size_sliders.editable = has_selection
size_sliders.value = select_rect.size
_skip_slider_logic = false
func draw_start(pos: Vector2i) -> void:
pos = snap_position(pos)
super.draw_start(pos)
if selection_node.arrow_key_move:
return
var project := Global.current_project
undo_data = selection_node.get_undo_data(false)
_intersect = Input.is_action_pressed("selection_intersect", true)
_add = Input.is_action_pressed("selection_add", true)
_subtract = Input.is_action_pressed("selection_subtract", true)
_start_pos = pos
_offset = pos
var quick_copy := Input.is_action_pressed("transform_copy_selection_content", true)
if (
project.selection_map.is_pixel_selected(pos)
and (!_add and !_subtract and !_intersect or quick_copy)
and !_ongoing_selection
):
if not project.layers[project.current_layer].can_layer_get_drawn():
return
# Move current selection
_move = true
if quick_copy: # Move selection without cutting it from the original position (quick copy)
_move_content = true
if selection_node.is_moving_content:
for image in _get_selected_draw_images():
image.blit_rect_mask(
selection_node.preview_image,
selection_node.preview_image,
Rect2i(Vector2i.ZERO, project.selection_map.get_size()),
selection_node.big_bounding_rectangle.position
)
project.selection_map.move_bitmap_values(project)
selection_node.commit_undo("Move Selection", selection_node.undo_data)
selection_node.undo_data = selection_node.get_undo_data(true)
else:
selection_node.transform_content_start()
for image in _get_selected_draw_images():
image.blit_rect_mask(
selection_node.preview_image,
selection_node.preview_image,
Rect2i(Vector2i.ZERO, project.selection_map.get_size()),
selection_node.big_bounding_rectangle.position
)
Global.canvas.update_selected_cels_textures()
elif Input.is_action_pressed("transform_move_selection_only", true): # Doesn't move content
selection_node.transform_content_confirm()
_move_content = false
selection_node.move_borders_start()
else: # Move selection and content normally
_move_content = true
selection_node.transform_content_start()
else: # No moving
selection_node.transform_content_confirm()
_content_transformation_check = selection_node.is_moving_content
func draw_move(pos: Vector2i) -> void:
pos = snap_position(pos)
super.draw_move(pos)
if selection_node.arrow_key_move:
return
# This is true if content transformation has been confirmed (pressed Enter for example)
# while the content is being moved
if _content_transformation_check != selection_node.is_moving_content:
return
if not _move:
return
if Tools.is_placing_tiles():
var tileset := (Global.current_project.get_current_cel() as CelTileMap).tileset
var grid_size := tileset.tile_size
pos = Tools.snap_to_rectangular_grid_boundary(pos, grid_size)
if Input.is_action_pressed("transform_snap_axis"): # Snap to axis
var angle := Vector2(pos).angle_to_point(_start_pos)
if absf(angle) <= PI / 4 or absf(angle) >= 3 * PI / 4:
pos.y = _start_pos.y
else:
pos.x = _start_pos.x
if Input.is_action_pressed("transform_snap_grid"):
_offset = _offset.snapped(Global.grids[0].grid_size)
var prev_pos: Vector2i = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = prev_pos.snapped(Global.grids[0].grid_size)
selection_node.marching_ants_outline.offset += Vector2(
selection_node.big_bounding_rectangle.position - prev_pos
)
pos = pos.snapped(Global.grids[0].grid_size)
var grid_offset := Global.grids[0].grid_offset
grid_offset = Vector2i(
fmod(grid_offset.x, Global.grids[0].grid_size.x),
fmod(grid_offset.y, Global.grids[0].grid_size.y)
)
pos += grid_offset
if _move_content:
selection_node.move_content(pos - _offset)
else:
selection_node.move_borders(pos - _offset)
_offset = pos
_set_cursor_text(selection_node.big_bounding_rectangle)
func draw_end(pos: Vector2i) -> void:
pos = snap_position(pos)
super.draw_end(pos)
if selection_node.arrow_key_move:
return
if _content_transformation_check == selection_node.is_moving_content:
if _move:
selection_node.move_borders_end()
else:
apply_selection(pos)
_move = false
cursor_text = ""
func apply_selection(_position: Vector2i) -> void:
# if a shortcut is activated then that will be obeyed instead
match _mode_selected:
Mode.ADD:
if !_subtract && !_intersect:
_add = true
Mode.SUBTRACT:
if !_add && !_intersect:
_subtract = true
Mode.INTERSECT:
if !_add && !_subtract:
_intersect = true
func select_tilemap_cell(
cel: CelTileMap, cell_position: int, selection: SelectionMap, select: bool
) -> void:
var rect := Rect2i(cel.get_cell_coords_in_image(cell_position), cel.tileset.tile_size)
selection.select_rect(rect, select)
func _on_confirm_button_pressed() -> void:
if selection_node.is_moving_content:
selection_node.transform_content_confirm()
func _on_cancel_button_pressed() -> void:
if selection_node.is_moving_content:
selection_node.transform_content_cancel()
func _on_Modes_item_selected(index: int) -> void:
_mode_selected = index
save_config()
func _set_cursor_text(rect: Rect2i) -> void:
cursor_text = "%s, %s" % [rect.position.x, rect.position.y]
cursor_text += " -> %s, %s" % [rect.end.x - 1, rect.end.y - 1]
cursor_text += " (%s, %s)" % [rect.size.x, rect.size.y]
func _on_Position_value_changed(value: Vector2i) -> void:
if _skip_slider_logic:
return
var project := Global.current_project
if !project.has_selection:
return
if timer.is_stopped():
undo_data = selection_node.get_undo_data(false)
timer.start()
selection_node.big_bounding_rectangle.position = value
project.selection_map.move_bitmap_values(project)
project.selection_map_changed()
func _on_Size_value_changed(value: Vector2i) -> void:
if _skip_slider_logic:
return
if !Global.current_project.has_selection:
return
if timer.is_stopped():
undo_data = selection_node.get_undo_data(false)
if not selection_node.is_moving_content:
selection_node.original_bitmap.copy_from(Global.current_project.selection_map)
timer.start()
selection_node.big_bounding_rectangle.size = value
selection_node.resize_selection()
func _on_Size_ratio_toggled(button_pressed: bool) -> void:
selection_node.resize_keep_ratio = button_pressed
func _on_Timer_timeout() -> void:
if not selection_node.is_moving_content:
selection_node.commit_undo("Move Selection", undo_data)