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Fixed issue #9 and custom brush cursor indicator position
- Fixed issue #9 where custom brushes would get drawn outside of a rectangle selection. They only get drawn inside the selection, just like the normal pixel brush. - The custom brush cursor indicator (that follows the mouse cursor position) wasn't aligned with the image's pixels. Now it is. - Fixed small bug when opening sprites. Had to do with has_focus's initial state. - Removed Main Theme.tres because it was pointless.
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eb29cd3268
commit
420ec63aeb
4 changed files with 68 additions and 43 deletions
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@ -134,7 +134,6 @@ func _process(delta) -> void:
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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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@ -254,8 +253,8 @@ func _draw() -> void:
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var start_pos_y = mouse_pos.y - (Global.left_brush_size >> 1)
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draw_rect(Rect2(start_pos_x, start_pos_y, Global.left_brush_size, Global.left_brush_size), Color.blue, false)
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Global.BRUSH_TYPES.CUSTOM:
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var custom_brush_size = Global.custom_left_brush_image.get_size()
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var dst : Vector2 = mouse_pos - custom_brush_size / 4
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var custom_brush_size = Global.custom_left_brush_image.get_size() - Vector2.ONE
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var dst := rectangle_center(mouse_pos, custom_brush_size)
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draw_texture(Global.custom_left_brush_texture, dst)
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if Global.right_square_indicator_visible:
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@ -265,8 +264,8 @@ func _draw() -> void:
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var start_pos_y = mouse_pos.y - (Global.right_brush_size >> 1)
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draw_rect(Rect2(start_pos_x, start_pos_y, Global.right_brush_size, Global.right_brush_size), Color.red, false)
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Global.BRUSH_TYPES.CUSTOM:
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var custom_brush_size = Global.custom_right_brush_image.get_size()
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var dst : Vector2 = mouse_pos - custom_brush_size / 4
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var custom_brush_size = Global.custom_right_brush_image.get_size() - Vector2.ONE
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var dst := rectangle_center(mouse_pos, custom_brush_size)
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draw_texture(Global.custom_right_brush_texture, dst)
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func generate_layer_panels() -> void:
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@ -362,10 +361,38 @@ func draw_pixel(pos : Vector2, color : Color, brush_size : int, brush_type : int
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sprite_changed_this_frame = true
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Global.BRUSH_TYPES.CUSTOM:
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var custom_brush_size = custom_brush_image.get_size()
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var dst : Vector2 = pos - custom_brush_size / 4
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var src_rect := Rect2(Vector2.ZERO, custom_brush_size)
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#src_rect = src_rect.clip(Rect2(west_limit - dst.x, north_limit - dst.y, east_limit - custom_brush_size.x, south_limit - custom_brush_size.y))
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var custom_brush_size := custom_brush_image.get_size() - Vector2.ONE
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pos = pos.floor()
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var dst := rectangle_center(pos, custom_brush_size)
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var src_rect := Rect2(Vector2.ZERO, custom_brush_size + Vector2.ONE)
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#Rectangle with the same size as the brush, but at cursor's position
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var pos_rect_position := rectangle_center(pos, custom_brush_size)
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var pos_rect := Rect2(pos_rect_position, custom_brush_size + Vector2.ONE)
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#The selection rectangle
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#If there's no rectangle, the whole canvas is considered a selection
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var selection_rect := Rect2()
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selection_rect.position = Vector2(west_limit, north_limit)
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selection_rect.end = Vector2(east_limit, south_limit)
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#Intersection of the position rectangle and selection
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var pos_rect_clipped := pos_rect.clip(selection_rect)
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#If the size is 0, that means that the brush wasn't positioned inside the selection
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if pos_rect_clipped.size == Vector2.ZERO:
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return
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#According to the relative position of pos_rect to selection_rect, ...
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#... manipulate src_rect so only the pixels INSIDE the selection get drawn
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if pos_rect.position.x < selection_rect.position.x:
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src_rect.position.x += pos_rect.size.x - pos_rect_clipped.size.x
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dst.x += pos_rect.size.x - pos_rect_clipped.size.x
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if pos_rect.end.x > selection_rect.end.x:
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src_rect.size.x = pos_rect_clipped.size.x
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if pos_rect.position.y < selection_rect.position.y:
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src_rect.position.y += pos_rect.size.y - pos_rect_clipped.size.y
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dst.y += pos_rect.size.y - pos_rect_clipped.size.y
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if pos_rect.end.y > selection_rect.end.y:
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src_rect.size.y = pos_rect_clipped.size.y
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if color.a > 0: #If it's the pencil
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layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, dst)
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@ -376,8 +403,9 @@ func draw_pixel(pos : Vector2, color : Color, brush_size : int, brush_type : int
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custom_brush.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST)
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var custom_brush_blended = Global.blend_image_with_color(custom_brush, color, 1)
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layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst)
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layers[current_layer_index][0].lock()
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update_texture(current_layer_index)
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sprite_changed_this_frame = true
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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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@ -446,8 +474,16 @@ func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> v
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q.append(south)
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sprite_changed_this_frame = true
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#I wish GDScript supported function overloading, I could add more versions of these scripts...
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#...but with a Rect2() parameter instead of 2 Vector2()s
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#Checks if a point is inside a rectangle
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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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#Returns the position in the middle of a rectangle
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func rectangle_center(pos : Vector2, size : Vector2) -> Vector2:
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return (pos - size / 2).floor()
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func _on_Timer_timeout() -> void:
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Global.can_draw = true
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@ -4,7 +4,7 @@ var current_frame := 0 setget set_current_frame_label
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# warning-ignore:unused_class_variable
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var can_draw := false
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# warning-ignore:unused_class_variable
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var has_focus := true
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var has_focus := false
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# warning-ignore:unused_class_variable
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var onion_skinning_past_rate := 0
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# warning-ignore:unused_class_variable
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