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https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 19:34:43 -04:00
Added rectangle selection tool, copy & paste selection and Tile Mode
- New rectangle selection tool. Hold mouse button to create selection, release to finish it. You cannot draw outside of the selection. - The selection can be moved around, and if Shift is pressed, selected content gets moved too. Currently cannot be moved outside the canvas. - You can copy the selection with Ctrl + C, and paste it on a new selection with Ctrl + V. - Added tile mode. Basically draws the canvas 8 more times in all directions.
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7 changed files with 285 additions and 28 deletions
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@ -15,6 +15,7 @@ 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 is_making_line := false
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var is_making_selection := "None"
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var line_2d : Line2D
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# Called when the node enters the scene tree for the first time.
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@ -54,13 +55,15 @@ func _process(delta) -> void:
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sprite_changed_this_frame = false
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update()
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var mouse_pos := get_local_mouse_position() - location
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var mouse_pos_floored := mouse_pos.floor()
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var mouse_pos_ceiled := mouse_pos.ceil()
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var current_mouse_button := "None"
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var current_action := "None"
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
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current_mouse_button = "L"
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current_mouse_button = "left_mouse"
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current_action = Global.current_left_tool
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elif Input.is_mouse_button_pressed(BUTTON_RIGHT):
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current_mouse_button = "R"
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current_mouse_button = "right_mouse"
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current_action = Global.current_right_tool
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if visible:
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@ -70,15 +73,14 @@ func _process(delta) -> void:
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mouse_inside_canvas = false
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Global.cursor_position_label.text = "[%sx%s]" % [size.x, size.y]
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else:
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var mouse_pos_floored := mouse_pos.floor()
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Global.cursor_position_label.text = "[%sx%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y]
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#Handle current tool
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match current_action:
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"Pencil":
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var current_color : Color
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if current_mouse_button == "L":
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if current_mouse_button == "left_mouse":
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current_color = Global.left_color_picker.color
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elif current_mouse_button == "R":
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elif current_mouse_button == "right_mouse":
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current_color = Global.right_color_picker.color
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pencil_and_eraser(mouse_pos, current_color, current_mouse_button)
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"Eraser":
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@ -86,11 +88,35 @@ func _process(delta) -> void:
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"Fill":
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if point_in_rectangle(mouse_pos, location, location + size) && Global.can_draw && Global.has_focus && Global.current_frame == frame:
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var current_color : Color
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if current_mouse_button == "L":
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if current_mouse_button == "left_mouse":
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current_color = Global.left_color_picker.color
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elif current_mouse_button == "R":
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elif current_mouse_button == "right_mouse":
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current_color = Global.right_color_picker.color
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flood_fill(mouse_pos, layers[current_layer_index][0].get_pixelv(mouse_pos), current_color)
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"RectSelect":
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if point_in_rectangle(mouse_pos_floored, location - Vector2.ONE, location + size) && Global.can_draw && Global.has_focus && Global.current_frame == frame:
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#If we're creating a new selection
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if Global.selected_pixels.size() == 0 || !point_in_rectangle_equal(mouse_pos_floored, Global.selection_rectangle.polygon[0], Global.selection_rectangle.polygon[2]):
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if Input.is_action_just_pressed(current_mouse_button):
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Global.selection_rectangle.polygon[0] = mouse_pos_floored
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Global.selection_rectangle.polygon[1] = mouse_pos_floored
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Global.selection_rectangle.polygon[2] = mouse_pos_floored
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Global.selection_rectangle.polygon[3] = mouse_pos_floored
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is_making_selection = current_mouse_button
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Global.selected_pixels.clear()
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else:
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if is_making_selection != "None": #If we're making a new selection...
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var start_pos = Global.selection_rectangle.polygon[0]
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if start_pos != mouse_pos_floored:
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var end_pos := Vector2(mouse_pos_ceiled.x, mouse_pos_ceiled.y)
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if mouse_pos.x < start_pos.x:
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end_pos.x = mouse_pos_ceiled.x - 1
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if mouse_pos.y < start_pos.y:
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end_pos.y = mouse_pos_ceiled.y - 1
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Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y)
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Global.selection_rectangle.polygon[2] = end_pos
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Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y)
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if !is_making_line:
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previous_mouse_pos = mouse_pos
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@ -99,6 +125,30 @@ func _process(delta) -> void:
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else:
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line_2d.set_point_position(1, mouse_pos)
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if is_making_selection != "None": #If we're making a selection
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if Input.is_action_just_released(is_making_selection): #Finish selection when button is released
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var start_pos = Global.selection_rectangle.polygon[0]
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var end_pos = Global.selection_rectangle.polygon[2]
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if start_pos.x > end_pos.x:
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var temp = end_pos.x
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end_pos.x = start_pos.x
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start_pos.x = temp
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if start_pos.y > end_pos.y:
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var temp = end_pos.y
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end_pos.y = start_pos.y
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start_pos.y = temp
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Global.selection_rectangle.polygon[0] = start_pos
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Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y)
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Global.selection_rectangle.polygon[2] = end_pos
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Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y)
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for xx in range(start_pos.x, end_pos.x):
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for yy in range(start_pos.y, end_pos.y):
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Global.selected_pixels.append(Vector2(xx, yy))
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is_making_selection = "None"
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if sprite_changed_this_frame:
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update_texture(current_layer_index)
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@ -158,6 +208,16 @@ func _draw() -> void:
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for texture in layers:
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if texture[3]: #if it's visible
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draw_texture(texture[1], location)
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if Global.tile_mode:
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draw_texture(texture[1], Vector2(location.x, location.y + size.y)) #Down
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draw_texture(texture[1], Vector2(location.x - size.x, location.y + size.y)) #Down Left
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draw_texture(texture[1], Vector2(location.x - size.x, location.y)) #Left
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draw_texture(texture[1], location - size) #Up left
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draw_texture(texture[1], Vector2(location.x, location.y - size.y)) #Up
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draw_texture(texture[1], Vector2(location.x + size.x, location.y - size.y)) #Up right
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draw_texture(texture[1], Vector2(location.x + size.x, location.y)) #Right
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draw_texture(texture[1], location + size) #Down right
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#Idea taken from flurick (on GitHub)
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if Global.draw_grid:
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@ -228,9 +288,9 @@ func pencil_and_eraser(mouse_pos : Vector2, color : Color, current_mouse_button
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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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if current_mouse_button == "left_mouse":
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brush_size = Global.left_brush_size
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elif current_mouse_button == "R":
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elif current_mouse_button == "right_mouse":
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brush_size = Global.right_brush_size
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if is_making_line:
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@ -249,18 +309,33 @@ func pencil_and_eraser(mouse_pos : Vector2, color : Color, current_mouse_button
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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 && Global.current_frame == frame:
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#If there is a selection and current pixel is not in it
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var west_limit := location.x
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var east_limit := location.x + size.x
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var north_limit := location.y
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var south_limit := location.y + size.y
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if Global.selected_pixels.size() != 0:
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west_limit = Global.selection_rectangle.polygon[0].x
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east_limit = Global.selection_rectangle.polygon[2].x
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north_limit = Global.selection_rectangle.polygon[0].y
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south_limit = Global.selection_rectangle.polygon[2].y
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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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if point_in_rectangle_equal(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit, north_limit), Vector2(east_limit - 1, south_limit - 1)):
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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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func point_in_rectangle_equal(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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@ -296,23 +371,35 @@ func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> v
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elif pixel != target_color:
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return
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else:
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var west_limit := location.x
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var east_limit := location.x + size.x
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var north_limit := location.y
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var south_limit := location.y + size.y
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if Global.selected_pixels.size() != 0:
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west_limit = Global.selection_rectangle.polygon[0].x
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east_limit = Global.selection_rectangle.polygon[2].x
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north_limit = Global.selection_rectangle.polygon[0].y
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south_limit = Global.selection_rectangle.polygon[2].y
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if !point_in_rectangle_equal(pos, Vector2(west_limit, north_limit), Vector2(east_limit - 1, south_limit - 1)):
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return
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var q = [pos]
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for n in q:
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var west : Vector2 = n
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var east : Vector2 = n
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while west.x >= location.x && layers[current_layer_index][0].get_pixelv(west) == target_color:
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while west.x >= west_limit && layers[current_layer_index][0].get_pixelv(west) == target_color:
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west += Vector2.LEFT
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while east.x < location.x + size.x && layers[current_layer_index][0].get_pixelv(east) == target_color:
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while east.x < east_limit && layers[current_layer_index][0].get_pixelv(east) == target_color:
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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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#print(point_in_rectangle(p, location, size))
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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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if north.y >= north_limit && layers[current_layer_index][0].get_pixelv(north) == target_color:
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q.append(north)
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if south.y < location.y + size.y && layers[current_layer_index][0].get_pixelv(south) == target_color:
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if south.y < south_limit && layers[current_layer_index][0].get_pixelv(south) == target_color:
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q.append(south)
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func _on_Timer_timeout() -> void:
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