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Brush sizes and grid
- Changed UI layout - The user can now change brush sizes for both left and right mouse buttons. - A working grid - thanks to flurick!
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parent
dce7c4b110
commit
21397fefb2
5 changed files with 237 additions and 97 deletions
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@ -11,6 +11,10 @@ var size := Vector2(64, 64)
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var previous_mouse_pos := Vector2.ZERO
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var mouse_inside_canvas := false #used for undo
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var sprite_changed_this_frame := false #for optimization purposes
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var left_square_indicator_visible := true
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var right_square_indicator_visible := false
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var left_brush_size := 1
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var right_brush_size := 1
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var is_making_line := false
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var line_2d : Line2D
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var draw_grid := false
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@ -68,9 +72,9 @@ func _process(delta) -> void:
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current_color = Global.left_color_picker.color
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elif current_mouse_button == "R":
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current_color = Global.right_color_picker.color
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pencil_and_eraser(mouse_pos, current_color)
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pencil_and_eraser(mouse_pos, current_color, current_mouse_button)
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"Eraser":
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pencil_and_eraser(mouse_pos, Color(0, 0, 0, 0))
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pencil_and_eraser(mouse_pos, Color(0, 0, 0, 0), current_mouse_button)
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"Fill":
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if point_in_rectangle(mouse_pos, location, location + size) && Global.can_draw && Global.has_focus:
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var current_color : Color
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@ -107,17 +111,25 @@ func _draw() -> void:
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if texture[3]: #if it's visible
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draw_texture(texture[1], location)
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#Draw grid (causes lag - unused. If you wanna test it just set draw_grid = true)
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#Idea taken from flurick (on GitHub)
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if draw_grid:
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for x in size.x:
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for y in size.y:
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draw_rect(Rect2(location.x + x, location.y + y, 1, 1), Color.black, false)
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draw_line(Vector2(x, location.y), Vector2(x, size.y), Color.black, true)
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for y in size.y:
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draw_line(Vector2(location.x, y), Vector2(size.x, y), Color.black, true)
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#Draw rectangle to indicate the pixel currently being hovered on
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var mouse_pos := get_local_mouse_position() - location
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if point_in_rectangle(mouse_pos, location, location + size):
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mouse_pos = mouse_pos.floor()
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draw_rect(Rect2(mouse_pos.x, mouse_pos.y, 1, 1), Color.red, false)
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if left_square_indicator_visible:
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var start_pos_x = mouse_pos.x - (left_brush_size >> 1)
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var start_pos_y = mouse_pos.y - (left_brush_size >> 1)
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draw_rect(Rect2(start_pos_x, start_pos_y, left_brush_size, left_brush_size), Color.blue, false)
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if right_square_indicator_visible:
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var start_pos_x = mouse_pos.x - (right_brush_size >> 1)
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var start_pos_y = mouse_pos.y - (right_brush_size >> 1)
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draw_rect(Rect2(start_pos_x, start_pos_y, right_brush_size, right_brush_size), Color.red, false)
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func generate_layer_panels() -> void:
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for child in Global.vbox_layer_container.get_children():
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@ -141,7 +153,7 @@ func generate_layer_panels() -> void:
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layer_container.get_child(0).get_child(1).texture = layers[i][1]
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Global.vbox_layer_container.add_child(layer_container)
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func pencil_and_eraser(mouse_pos : Vector2, color : Color) -> void:
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func pencil_and_eraser(mouse_pos : Vector2, color : Color, current_mouse_button : String) -> void:
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if Input.is_key_pressed(KEY_SHIFT):
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if !is_making_line:
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line_2d = Line2D.new()
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@ -152,34 +164,44 @@ func pencil_and_eraser(mouse_pos : Vector2, color : Color) -> void:
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add_child(line_2d)
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is_making_line = true
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else:
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var brush_size := 1
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if current_mouse_button == "L":
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brush_size = left_brush_size
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elif current_mouse_button == "R":
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brush_size = right_brush_size
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if is_making_line:
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fill_gaps(mouse_pos, color)
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fill_gaps(mouse_pos, color, brush_size)
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is_making_line = false
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line_2d.queue_free()
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else:
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if point_in_rectangle(mouse_pos, location, location + size):
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mouse_inside_canvas = true
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#Draw
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draw_pixel(mouse_pos, color)
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fill_gaps(mouse_pos, color) #Fill the gaps
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draw_pixel(mouse_pos, color, brush_size)
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fill_gaps(mouse_pos, color, brush_size) #Fill the gaps
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#If mouse is not inside bounds but it used to be, fill the gaps
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elif point_in_rectangle(previous_mouse_pos, location, location + size):
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fill_gaps(mouse_pos, color)
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fill_gaps(mouse_pos, color, brush_size)
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func draw_pixel(pos : Vector2, color : Color) -> void:
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if layers[current_layer_index][0].get_pixelv(pos) != color: #don't draw the same pixel over and over
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if Global.can_draw && Global.has_focus:
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#sprite.lock()
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layers[current_layer_index][0].set_pixelv(pos, color)
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#sprite.unlock()
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sprite_changed_this_frame = true
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func draw_pixel(pos : Vector2, color : Color, brush_size : int) -> void:
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if Global.can_draw && Global.has_focus:
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var start_pos_x = pos.x - (brush_size >> 1)
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var start_pos_y = pos.y - (brush_size >> 1)
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for cur_pos_x in range(start_pos_x, start_pos_x + brush_size):
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#layers[current_layer_index][0].set_pixel(cur_pos_x, pos.y, color)
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for cur_pos_y in range(start_pos_y, start_pos_y + brush_size):
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if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color: #don't draw the same pixel over and over
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layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color)
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#layers[current_layer_index][0].set_pixelv(pos, color)
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sprite_changed_this_frame = true
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func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
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return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
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#Bresenham's Algorithm
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#Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
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func fill_gaps(mouse_pos : Vector2, color : Color) -> void:
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func fill_gaps(mouse_pos : Vector2, color : Color, brush_size : int) -> void:
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var previous_mouse_pos_floored = previous_mouse_pos.floor()
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var mouse_pos_floored = mouse_pos.floor()
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mouse_pos_floored.x = clamp(mouse_pos_floored.x, location.x - 1, location.x + size.x)
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@ -193,7 +215,7 @@ func fill_gaps(mouse_pos : Vector2, color : Color) -> void:
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var x = previous_mouse_pos_floored.x
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var y = previous_mouse_pos_floored.y
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while !(x == mouse_pos_floored.x && y == mouse_pos_floored.y):
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draw_pixel(Vector2(x, y), color)
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draw_pixel(Vector2(x, y), color, brush_size)
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e2 = err << 1
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if e2 >= dy:
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err += dy
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@ -221,7 +243,7 @@ func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> v
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east += Vector2.RIGHT
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for px in range(west.x + 1, east.x):
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var p := Vector2(px, n.y)
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draw_pixel(p, replace_color)
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draw_pixel(p, replace_color, 1)
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var north := p + Vector2.UP
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var south := p + Vector2.DOWN
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if north.y >= location.y && layers[current_layer_index][0].get_pixelv(north) == target_color:
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