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https://github.com/tonytins/CozyPixelStudio.git
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Added marching ants effect on the selection borders
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parent
190234ff39
commit
2a086e3ea0
2 changed files with 94 additions and 1 deletions
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@ -1,6 +1,8 @@
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extends Polygon2D
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var line_offset := Vector2.ZERO setget _offset_changed
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var tween : Tween
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var _selected_rect := Rect2(0, 0, 0, 0)
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var _clipped_rect := Rect2(0, 0, 0, 0)
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var _move_image := Image.new()
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@ -12,15 +14,106 @@ var _undo_data := {}
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func _ready() -> void:
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tween = Tween.new()
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tween.connect("tween_completed", self, "_offset_tween_completed")
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add_child(tween)
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tween.interpolate_property(self, "line_offset", Vector2.ZERO, Vector2(2, 2), 1)
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tween.start()
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_clear_image.create(1, 1, false, Image.FORMAT_RGBA8)
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_clear_image.fill(Color(0, 0, 0, 0))
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# set_rect(Rect2(16, 20, 4, 4))
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func _offset_tween_completed(_object, _key) -> void:
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self.line_offset = Vector2.ZERO
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tween.interpolate_property(self, "line_offset", Vector2.ZERO, Vector2(2, 2), 1)
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tween.start()
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func _offset_changed(value : Vector2) -> void:
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line_offset = value
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update()
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func _draw() -> void:
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var points : PoolVector2Array = polygon
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for i in range(1, points.size() + 1):
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var point0 = points[i - 1]
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var point1
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if i >= points.size():
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point1 = points[0]
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else:
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point1 = points[i]
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var start_x = min(point0.x, point1.x)
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var start_y = min(point0.y, point1.y)
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var end_x = max(point0.x, point1.x)
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var end_y = max(point0.y, point1.y)
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var start := Vector2(start_x, start_y)
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var end := Vector2(end_x, end_y)
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draw_dashed_line(start, end, Color.white, Color.black, 1.0, 1.0, false)
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if _move_pixel:
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draw_texture(_move_texture, _clipped_rect.position, Color(1, 1, 1, 0.5))
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# Taken and modified from https://github.com/juddrgledhill/godot-dashed-line
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func draw_dashed_line(from : Vector2, to : Vector2, color : Color, color2 : Color, width := 1.0, dash_length := 1.0, cap_end := false, antialiased := false) -> void:
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var length = (to - from).length()
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var normal = (to - from).normalized()
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var dash_step = normal * dash_length
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var horizontal : bool = from.y == to.y
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var _offset : Vector2
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if horizontal:
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_offset = Vector2(line_offset.x, 0)
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else:
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_offset = Vector2(0, line_offset.y)
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if length < dash_length: # not long enough to dash
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draw_line(from, to, color, width, antialiased)
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return
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else:
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var draw_flag = true
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var segment_start = from
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var steps = length/dash_length
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for _start_length in range(0, steps + 1):
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var segment_end = segment_start + dash_step
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var start = segment_start + _offset
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start.x = min(start.x, to.x)
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start.y = min(start.y, to.y)
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var end = segment_end + _offset
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end.x = min(end.x, to.x)
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end.y = min(end.y, to.y)
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if draw_flag:
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draw_line(start, end, color, width, antialiased)
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else:
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draw_line(start, end, color2, width, antialiased)
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if _offset.length() < 1:
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draw_line(from, from + _offset, color2, width, antialiased)
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else:
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var from_offseted : Vector2 = from + _offset
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var halfway_point : Vector2 = from_offseted
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if horizontal:
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halfway_point += Vector2.LEFT
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else:
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halfway_point += Vector2.UP
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from_offseted.x = min(from_offseted.x, to.x)
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from_offseted.y = min(from_offseted.y, to.y)
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draw_line(halfway_point, from_offseted, color2, width, antialiased)
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draw_line(from, halfway_point, color, width, antialiased)
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segment_start = segment_end
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draw_flag = !draw_flag
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if cap_end:
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draw_line(segment_start, to, color, width, antialiased)
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func has_point(position : Vector2) -> bool:
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return _selected_rect.has_point(position)
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@ -351,7 +351,7 @@ script = ExtResource( 7 )
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[node name="SelectionRectangle" type="Polygon2D" parent="CanvasAndTimeline/ViewportAndRulers/HSplitContainer/ViewportandVerticalRuler/ViewportContainer/Viewport"]
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visible = false
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z_index = 1
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color = Color( 0.0823529, 0.694118, 0.623529, 0.592157 )
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color = Color( 1, 1, 1, 0 )
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invert_enable = true
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invert_border = 0.5
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polygon = PoolVector2Array( 0, 0, 0, 0, 0, 0, 0, 0 )
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