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Merging layer & saving sprite now uses custom blend_rect method
Also added CameraMovement.gd to the preview window camera and fixed a cursor problem where it always remained as the default arrow cursor outside the canvas
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5613c3d7ef
commit
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6 changed files with 25 additions and 16 deletions
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@ -12,6 +12,7 @@ var frame_texture_rect : TextureRect
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var current_pixel := Vector2.ZERO #pretty much same as mouse_pos, but can be accessed externally
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var previous_mouse_pos := Vector2.ZERO
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var cursor_inside_canvas := false
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var previous_action := "None"
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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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@ -105,19 +106,23 @@ func _process(delta : float) -> void:
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if Global.current_frame == frame:
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if mouse_in_canvas && Global.has_focus:
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Global.cursor_position_label.text = "[%s×%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y]
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if Global.current_left_tool == "Bucket":
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Input.set_custom_mouse_cursor(preload("res://Assets/Graphics/Tools/Bucket_Cursor.png"), 0, Vector2(6, 27))
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elif Global.current_left_tool == "ColorPicker":
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Input.set_custom_mouse_cursor(preload("res://Assets/Graphics/Tools/ColorPicker_Cursor.png"), 0, Vector2(5, 28))
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elif Global.current_left_tool != "RectSelect":
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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if !cursor_inside_canvas:
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cursor_inside_canvas = true
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if Global.current_left_tool == "Bucket":
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Input.set_custom_mouse_cursor(preload("res://Assets/Graphics/Tools/Bucket_Cursor.png"), 0, Vector2(6, 27))
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elif Global.current_left_tool == "ColorPicker":
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Input.set_custom_mouse_cursor(preload("res://Assets/Graphics/Tools/ColorPicker_Cursor.png"), 0, Vector2(5, 28))
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elif Global.current_left_tool != "RectSelect":
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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else:
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if !Input.is_mouse_button_pressed(BUTTON_LEFT) && !Input.is_mouse_button_pressed(BUTTON_RIGHT):
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if mouse_inside_canvas:
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mouse_inside_canvas = false
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Global.cursor_position_label.text = "[%s×%s]" % [size.x, size.y]
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Input.set_custom_mouse_cursor(null)
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if cursor_inside_canvas:
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cursor_inside_canvas = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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Input.set_custom_mouse_cursor(null)
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#Handle Undo/Redo
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