Refactoring tools (#281)

* Refactoring tools

* Remove unused code

* Fixed some inferring errors and added translations

* Attempt to fix some Script Errors found in the CI workflow

* Fix bucket crash.

* Fix static type convert.

Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
This commit is contained in:
Kinwailo 2020-07-09 20:22:17 +08:00 committed by GitHub
parent e1724148fc
commit 4a668f71f5
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42 changed files with 2489 additions and 2389 deletions

View file

@ -1,336 +1,6 @@
extends Node
var drawer := Drawer.new()
var mouse_press_pixels := [] # Cleared after mouse release
var mouse_press_pressure_values := [] # Cleared after mouse release
func reset() -> void:
drawer.reset()
mouse_press_pixels.clear()
mouse_press_pressure_values.clear()
func draw_pixel_blended(sprite : Image, pos : Vector2, color : Color, pen_pressure : float, current_mouse_button := -1, current_action := -1) -> void:
var x_min = Global.current_project.x_min
var x_max = Global.current_project.x_max
var y_min = Global.current_project.y_min
var y_max = Global.current_project.y_max
# Check if Tiling is enabled and whether mouse is in TilingPreviews
if Global.tile_mode and point_in_rectangle(pos,Vector2( - Global.current_project.size.x - 1 , - Global.current_project.size.y -1 ), Vector2(2 * Global.current_project.size.x, 2 * Global.current_project.size.y)):
pos = pos.posmodv(Global.current_project.size)
if !point_in_rectangle(pos, Vector2(x_min - 1, y_min - 1), Vector2(x_max, y_max)):
return
var pos_floored := pos.floor()
var current_pixel_color = sprite.get_pixelv(pos)
var saved_pixel_index := mouse_press_pixels.find(pos_floored)
if current_action == Global.Tools.PENCIL && color.a < 1:
color = blend_colors(color, current_pixel_color)
if current_pixel_color != color && (saved_pixel_index == -1 || pen_pressure > mouse_press_pressure_values[saved_pixel_index]):
if current_action == Global.Tools.LIGHTENDARKEN:
var ld : int = Global.ld_modes[current_mouse_button]
var ld_amount : float = Global.ld_amounts[current_mouse_button]
if ld == Global.Lighten_Darken_Mode.LIGHTEN:
color = current_pixel_color.lightened(ld_amount)
else:
color = current_pixel_color.darkened(ld_amount)
if saved_pixel_index == -1:
mouse_press_pixels.append(pos_floored)
mouse_press_pressure_values.append(pen_pressure)
else:
mouse_press_pressure_values[saved_pixel_index] = pen_pressure
drawer.set_pixel(sprite, pos, color)
func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
if Global.can_draw && Global.has_focus:
var x_min = Global.current_project.x_min
var x_max = Global.current_project.x_max
var y_min = Global.current_project.y_min
var y_max = Global.current_project.y_max
if Global.pressure_sensitivity_mode == Global.Pressure_Sensitivity.ALPHA:
if current_action == Global.Tools.PENCIL:
color.a *= pen_pressure
elif current_action == Global.Tools.ERASER: # This is not working
color.a *= (1.0 - pen_pressure)
var brush_size : int = Global.brush_sizes[current_mouse_button]
var brush_type : int = Global.current_brush_types[current_mouse_button]
var horizontal_mirror : bool = Global.horizontal_mirror[current_mouse_button]
var vertical_mirror : bool = Global.vertical_mirror[current_mouse_button]
var pixel_perfect : bool = Global.pixel_perfect[current_mouse_button]
drawer.pixel_perfect = pixel_perfect if brush_size == 1 else false
drawer.h_mirror = horizontal_mirror
drawer.v_mirror = vertical_mirror
if brush_type == Global.Brush_Types.PIXEL || current_action == Global.Tools.LIGHTENDARKEN:
var start_pos_x = floor(pos.x - (brush_size >> 1))
var start_pos_y = floor(pos.y - (brush_size >> 1))
var end_pos_x = floor(start_pos_x + brush_size)
var end_pos_y = floor(start_pos_y + brush_size)
for cur_pos_x in range(start_pos_x, end_pos_x):
for cur_pos_y in range(start_pos_y, end_pos_y):
draw_pixel_blended(sprite, Vector2(cur_pos_x, cur_pos_y), color, pen_pressure, current_mouse_button, current_action)
Global.canvas.sprite_changed_this_frame = true
elif brush_type == Global.Brush_Types.CIRCLE || brush_type == Global.Brush_Types.FILLED_CIRCLE:
plot_circle(sprite, pos.x, pos.y, brush_size, color, pen_pressure, brush_type == Global.Brush_Types.FILLED_CIRCLE)
Global.canvas.sprite_changed_this_frame = true
else:
var brush_index : int = Global.custom_brush_indexes[current_mouse_button]
var custom_brush_image : Image
if brush_type != Global.Brush_Types.RANDOM_FILE:
custom_brush_image = Global.brush_images[current_mouse_button]
else: # Handle random brush
var brush_button = Global.file_brush_container.get_child(brush_index + 3)
var random_index = randi() % brush_button.random_brushes.size()
custom_brush_image = Image.new()
custom_brush_image.copy_from(brush_button.random_brushes[random_index])
var custom_brush_size = custom_brush_image.get_size()
custom_brush_image.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST)
custom_brush_image = Global.blend_image_with_color(custom_brush_image, color, Global.interpolate_spinboxes[current_mouse_button].value / 100)
custom_brush_image.lock()
var custom_brush_size := custom_brush_image.get_size() - Vector2.ONE
pos = pos.floor()
# #Check if Tiling is enabled and whether mouse is in TilingPreviews
if Global.tile_mode and point_in_rectangle(pos,Vector2( - Global.current_project.size.x - 1 , - Global.current_project.size.y -1 ), Vector2(2 * Global.current_project.size.x, 2 * Global.current_project.size.y)):
pos = pos.posmodv(Global.current_project.size)
var dst := rectangle_center(pos, custom_brush_size)
var src_rect := Rect2(Vector2.ZERO, custom_brush_size + Vector2.ONE)
# Rectangle with the same size as the brush, but at cursor's position
var pos_rect := Rect2(dst, custom_brush_size + Vector2.ONE)
# The selection rectangle
# If there's no rectangle, the whole canvas is considered a selection
var selection_rect := Rect2()
selection_rect.position = Vector2(x_min, y_min)
selection_rect.end = Vector2(x_max, y_max)
# Intersection of the position rectangle and selection
var pos_rect_clipped := pos_rect.clip(selection_rect)
# If the size is 0, that means that the brush wasn't positioned inside the selection
if pos_rect_clipped.size == Vector2.ZERO:
return
# Re-position src_rect and dst based on the clipped position
var pos_difference := (pos_rect.position - pos_rect_clipped.position).abs()
# Obviously, if pos_rect and pos_rect_clipped are the same, pos_difference is Vector2.ZERO
src_rect.position = pos_difference
dst += pos_difference
src_rect.end -= pos_rect.end - pos_rect_clipped.end
# If the selection rectangle is smaller than the brush, ...
# ... make sure pixels aren't being drawn outside the selection by adjusting src_rect's size
src_rect.size.x = min(src_rect.size.x, selection_rect.size.x)
src_rect.size.y = min(src_rect.size.y, selection_rect.size.y)
# Handle mirroring
var mirror_x = x_max + x_min - pos.x - (pos.x - dst.x)
var mirror_y = y_max + y_min - pos.y - (pos.y - dst.y)
if int(pos_rect_clipped.size.x) % 2 != 0:
mirror_x -= 1
if int(pos_rect_clipped.size.y) % 2 != 0:
mirror_y -= 1
# Use custom blend function cause of godot's issue #31124
if color.a > 0: # If it's the pencil
sprite.blend_rect(custom_brush_image, src_rect, dst)
if horizontal_mirror:
sprite.blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
sprite.blend_rect(custom_brush_image, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
sprite.blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, mirror_y))
else: # if it's transparent - if it's the eraser
var custom_brush := Image.new()
if brush_type == Global.Brush_Types.CUSTOM:
custom_brush.copy_from(Global.current_project.brushes[brush_index])
else:
custom_brush.copy_from(Global.file_brushes[brush_index])
custom_brush_size = custom_brush.get_size()
custom_brush.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST)
var custom_brush_blended = Global.blend_image_with_color(custom_brush, color, 1)
sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst)
if horizontal_mirror:
sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
sprite.blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, mirror_y))
sprite.lock()
Global.canvas.sprite_changed_this_frame = true
Global.canvas.previous_mouse_pos_for_lines = pos.floor() + Vector2(0.5, 0.5)
Global.canvas.previous_mouse_pos_for_lines.x = clamp(Global.canvas.previous_mouse_pos_for_lines.x, Global.canvas.location.x, Global.canvas.location.x + Global.current_project.size.x)
Global.canvas.previous_mouse_pos_for_lines.y = clamp(Global.canvas.previous_mouse_pos_for_lines.y, Global.canvas.location.y, Global.canvas.location.y + Global.current_project.size.y)
if Global.canvas.is_making_line:
Global.canvas.line_pos[0] = Global.canvas.previous_mouse_pos_for_lines
# Bresenham's Algorithm
# Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
func fill_gaps(sprite : Image, end_pos : Vector2, start_pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
var previous_mouse_pos_floored = start_pos.floor()
var mouse_pos_floored = end_pos.floor()
var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x))
var dy := int(-abs(mouse_pos_floored.y - previous_mouse_pos_floored.y))
var err := dx + dy
var e2 := err << 1 # err * 2
var sx = 1 if previous_mouse_pos_floored.x < mouse_pos_floored.x else -1
var sy = 1 if previous_mouse_pos_floored.y < mouse_pos_floored.y else -1
var x = previous_mouse_pos_floored.x
var y = previous_mouse_pos_floored.y
while !(x == mouse_pos_floored.x && y == mouse_pos_floored.y):
draw_brush(sprite, Vector2(x, y), color, current_mouse_button, pen_pressure, current_action)
e2 = err << 1
if e2 >= dy:
err += dy
x += sx
if e2 <= dx:
err += dx
y += sy
# Algorithm based on http://members.chello.at/easyfilter/bresenham.html
func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, pen_pressure : float, fill := false) -> void:
var radius := r # Used later for filling
var x := -r
var y := 0
var err := 2 - r * 2 # II. Quadrant
while x < 0:
var quadrant_1 := Vector2(xm - x, ym + y)
var quadrant_2 := Vector2(xm - y, ym - x)
var quadrant_3 := Vector2(xm + x, ym - y)
var quadrant_4 := Vector2(xm + y, ym + x)
draw_pixel_blended(sprite, quadrant_1, color, pen_pressure)
draw_pixel_blended(sprite, quadrant_2, color, pen_pressure)
draw_pixel_blended(sprite, quadrant_3, color, pen_pressure)
draw_pixel_blended(sprite, quadrant_4, color, pen_pressure)
r = err
if r <= y:
y += 1
err += y * 2 + 1
if r > x || err > y:
x += 1
err += x * 2 + 1
if fill:
for j in range (-radius, radius + 1):
for i in range (-radius, radius + 1):
if i * i + j * j <= radius * radius:
var draw_pos := Vector2(i + xm, j + ym)
draw_pixel_blended(sprite, draw_pos, color, Global.canvas.pen_pressure)
# Thanks to https://en.wikipedia.org/wiki/Flood_fill
func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_color : Color) -> void:
var x_min = Global.current_project.x_min
var x_max = Global.current_project.x_max
var y_min = Global.current_project.y_min
var y_max = Global.current_project.y_max
pos = pos.floor()
var pixel = sprite.get_pixelv(pos)
if target_color == replace_color:
return
elif pixel != target_color:
return
else:
if !point_in_rectangle(pos, Vector2(x_min - 1, y_min - 1), Vector2(x_max, y_max)):
return
var q = [pos]
for n in q:
# If the difference in colors is very small, break the loop (thanks @azagaya on GitHub!)
if target_color == replace_color:
break
var west : Vector2 = n
var east : Vector2 = n
while west.x >= x_min && sprite.get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < x_max && sprite.get_pixelv(east) == target_color:
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
var p := Vector2(px, n.y)
# Draw
sprite.set_pixelv(p, replace_color)
replace_color = sprite.get_pixelv(p)
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= y_min && sprite.get_pixelv(north) == target_color:
q.append(north)
if south.y < y_max && sprite.get_pixelv(south) == target_color:
q.append(south)
Global.canvas.sprite_changed_this_frame = true
func pattern_fill(sprite : Image, pos : Vector2, pattern : Image, target_color : Color, var offset : Vector2) -> void:
var x_min = Global.current_project.x_min
var x_max = Global.current_project.x_max
var y_min = Global.current_project.y_min
var y_max = Global.current_project.y_max
pos = pos.floor()
if !point_in_rectangle(pos, Vector2(x_min - 1, y_min - 1), Vector2(x_max, y_max)):
return
pattern.lock()
var pattern_size := pattern.get_size()
var q = [pos]
for n in q:
var west : Vector2 = n
var east : Vector2 = n
while west.x >= x_min && sprite.get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < x_max && sprite.get_pixelv(east) == target_color:
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
var p := Vector2(px, n.y)
var xx : int = int(px + offset.x) % int(pattern_size.x)
var yy : int = int(n.y + offset.y) % int(pattern_size.y)
var pattern_color : Color = pattern.get_pixel(xx, yy)
if pattern_color == target_color:
continue
sprite.set_pixelv(p, pattern_color)
var north := p + Vector2.UP
var south := p + Vector2.DOWN
if north.y >= y_min && sprite.get_pixelv(north) == target_color:
q.append(north)
if south.y < y_max && sprite.get_pixelv(south) == target_color:
q.append(south)
pattern.unlock()
Global.canvas.sprite_changed_this_frame = true
func blend_colors(color_1 : Color, color_2 : Color) -> Color:
var color := Color()
color.a = color_1.a + color_2.a * (1 - color_1.a) # Blend alpha
if color.a != 0:
# Blend colors
color.r = (color_1.r * color_1.a + color_2.r * color_2.a * (1-color_1.a)) / color.a
color.g = (color_1.g * color_1.a + color_2.g * color_2.a * (1-color_1.a)) / color.a
color.b = (color_1.b * color_1.a + color_2.b * color_2.a * (1-color_1.a)) / color.a
return color
func scale3X(sprite : Image, tol : float = 50) -> Image:
var scaled = Image.new()
scaled.create(sprite.get_width()*3, sprite.get_height()*3, false, Image.FORMAT_RGBA8)
@ -829,13 +499,3 @@ func adjust_hsv(img: Image, id : int, delta : float) -> void:
img.set_pixel(i,j,c)
img.unlock()
# Checks if a point is inside a rectangle
func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
# Returns the position in the middle of a rectangle
func rectangle_center(rect_position : Vector2, rect_size : Vector2) -> Vector2:
return (rect_position - rect_size / 2).floor()

View file

@ -3,15 +3,8 @@ extends Node
enum Grid_Types {CARTESIAN, ISOMETRIC, ALL}
enum Pressure_Sensitivity {NONE, ALPHA, SIZE, ALPHA_AND_SIZE}
enum Brush_Types {PIXEL, CIRCLE, FILLED_CIRCLE, FILE, RANDOM_FILE, CUSTOM}
enum Direction {UP, DOWN, LEFT, RIGHT}
enum Mouse_Button {LEFT, RIGHT}
enum Tools {PENCIL, ERASER, BUCKET, LIGHTENDARKEN, RECTSELECT, COLORPICKER, ZOOM}
enum Theme_Types {DARK, BLUE, CARAMEL, LIGHT}
enum Fill_Area {SAME_COLOR_AREA, SAME_COLOR_PIXELS}
enum Fill_With {COLOR, PATTERN}
enum Lighten_Darken_Mode {LIGHTEN, DARKEN}
enum Zoom_Mode {ZOOM_IN, ZOOM_OUT}
# Stuff for arrowkey-based canvas movements nyaa ^.^
const low_speed_move_rate := 150.0
@ -44,8 +37,8 @@ var pressure_sensitivity_mode = Pressure_Sensitivity.NONE
var open_last_project := false
var smooth_zoom := true
var cursor_image = preload("res://assets/graphics/cursor_icons/cursor.png")
var left_cursor_tool_texture : ImageTexture
var right_cursor_tool_texture : ImageTexture
var left_cursor_tool_texture := ImageTexture.new()
var right_cursor_tool_texture := ImageTexture.new()
var image_clipboard : Image
var play_only_tags := true
@ -68,27 +61,11 @@ var autosave_interval := 5.0
var enable_autosave := true
# Tools & options
var current_tools := [Tools.PENCIL, Tools.ERASER]
var show_left_tool_icon := true
var show_right_tool_icon := true
var left_square_indicator_visible := true
var right_square_indicator_visible := false
var fill_areas := [Fill_Area.SAME_COLOR_AREA, Fill_Area.SAME_COLOR_AREA]
var fill_with := [Fill_With.COLOR, Fill_With.COLOR]
var fill_pattern_offsets := [Vector2.ZERO, Vector2.ZERO]
var ld_modes := [Lighten_Darken_Mode.LIGHTEN, Lighten_Darken_Mode.LIGHTEN]
var ld_amounts := [0.1, 0.1]
var color_picker_for := [Mouse_Button.LEFT, Mouse_Button.RIGHT]
var zoom_modes := [Zoom_Mode.ZOOM_IN, Zoom_Mode.ZOOM_OUT]
var horizontal_mirror := [false, false]
var vertical_mirror := [false, false]
var pixel_perfect := [false, false]
# View menu options
var tile_mode := false
var draw_grid := false
@ -102,25 +79,6 @@ var onion_skinning_past_rate := 1.0
var onion_skinning_future_rate := 1.0
var onion_skinning_blue_red := false
# Brushes
var file_brushes := []
var brush_sizes := [1, 1]
var current_brush_types := [Brush_Types.PIXEL, Brush_Types.PIXEL]
var brush_images := [Image.new(), Image.new()]
var brush_textures := [ImageTexture.new(), ImageTexture.new()]
var brush_type_window_position : int = Mouse_Button.LEFT
var left_circle_points := []
var right_circle_points := []
var brushes_from_files := 0
var custom_brush_indexes := [-1, -1]
# Patterns
var patterns := []
var pattern_window_position : int = Mouse_Button.LEFT
var pattern_images := [Image.new(), Image.new()]
# Palettes
var palettes := {}
@ -158,41 +116,11 @@ var export_dialog : AcceptDialog
var preferences_dialog : AcceptDialog
var unsaved_changes_dialog : ConfirmationDialog
var color_pickers := []
var color_switch_button : BaseButton
var tool_options_containers := []
var brush_type_containers := []
var brush_type_buttons := []
var brushes_popup : Popup
var file_brush_container : GridContainer
var project_brush_container : GridContainer
var patterns_popup : Popup
var brush_size_edits := []
var brush_size_sliders := []
var pixel_perfect_containers := []
var color_interpolation_containers := []
var interpolate_spinboxes := []
var interpolate_sliders := []
var fill_area_containers := []
var fill_pattern_containers := []
var ld_containers := []
var ld_amount_sliders := []
var ld_amount_spinboxes := []
var colorpicker_containers := []
var zoom_containers := []
var mirror_containers := []
var animation_timeline : Panel
var animation_timer : Timer
@ -251,21 +179,6 @@ func _ready() -> void:
right_cursor = find_node_by_name(root, "RightCursor")
canvas = find_node_by_name(root, "Canvas")
var pencil_cursor_image = preload("res://assets/graphics/cursor_icons/pencil_cursor.png")
var eraser_cursor_image = preload("res://assets/graphics/cursor_icons/eraser_cursor.png")
left_cursor_tool_texture = ImageTexture.new()
if pencil_cursor_image is Image:
left_cursor_tool_texture.create_from_image(pencil_cursor_image)
elif pencil_cursor_image is ImageTexture:
left_cursor_tool_texture.create_from_image(pencil_cursor_image.get_data())
right_cursor_tool_texture = ImageTexture.new()
if eraser_cursor_image is Image:
right_cursor_tool_texture.create_from_image(eraser_cursor_image)
elif eraser_cursor_image is ImageTexture:
right_cursor_tool_texture.create_from_image(eraser_cursor_image.get_data())
tabs = find_node_by_name(root, "Tabs")
main_viewport = find_node_by_name(root, "ViewportContainer")
second_viewport = find_node_by_name(root, "ViewportContainer2")
@ -294,58 +207,11 @@ func _ready() -> void:
preferences_dialog = find_node_by_name(root, "PreferencesDialog")
unsaved_changes_dialog = find_node_by_name(root, "UnsavedCanvasDialog")
tool_options_containers.append(find_node_by_name(root, "LeftToolOptions"))
tool_options_containers.append(find_node_by_name(root, "RightToolOptions"))
color_pickers.append(find_node_by_name(root, "LeftColorPickerButton"))
color_pickers.append(find_node_by_name(root, "RightColorPickerButton"))
color_switch_button = find_node_by_name(root, "ColorSwitch")
brush_type_containers.append(find_node_by_name(tool_options_containers[0], "LeftBrushType"))
brush_type_containers.append(find_node_by_name(tool_options_containers[1], "RightBrushType"))
brush_type_buttons.append(find_node_by_name(brush_type_containers[0], "LeftBrushTypeButton"))
brush_type_buttons.append(find_node_by_name(brush_type_containers[1], "RightBrushTypeButton"))
brushes_popup = find_node_by_name(root, "BrushesPopup")
file_brush_container = find_node_by_name(brushes_popup, "FileBrushContainer")
project_brush_container = find_node_by_name(brushes_popup, "ProjectBrushContainer")
patterns_popup = find_node_by_name(root, "PatternsPopup")
brush_size_edits.append(find_node_by_name(root, "LeftBrushSizeEdit"))
brush_size_sliders.append(find_node_by_name(root, "LeftBrushSizeSlider"))
brush_size_edits.append(find_node_by_name(root, "RightBrushSizeEdit"))
brush_size_sliders.append(find_node_by_name(root, "RightBrushSizeSlider"))
pixel_perfect_containers.append(find_node_by_name(root, "LeftBrushPixelPerfectMode"))
pixel_perfect_containers.append(find_node_by_name(root, "RightBrushPixelPerfectMode"))
color_interpolation_containers.append(find_node_by_name(root, "LeftColorInterpolation"))
color_interpolation_containers.append(find_node_by_name(root, "RightColorInterpolation"))
interpolate_spinboxes.append(find_node_by_name(root, "LeftInterpolateFactor"))
interpolate_sliders.append(find_node_by_name(root, "LeftInterpolateSlider"))
interpolate_spinboxes.append(find_node_by_name(root, "RightInterpolateFactor"))
interpolate_sliders.append(find_node_by_name(root, "RightInterpolateSlider"))
fill_area_containers.append(find_node_by_name(root, "LeftFillArea"))
fill_pattern_containers.append(find_node_by_name(root, "LeftFillPattern"))
fill_area_containers.append(find_node_by_name(root, "RightFillArea"))
fill_pattern_containers.append(find_node_by_name(root, "RightFillPattern"))
ld_containers.append(find_node_by_name(root, "LeftLDOptions"))
ld_amount_sliders.append(find_node_by_name(root, "LeftLDAmountSlider"))
ld_amount_spinboxes.append(find_node_by_name(root, "LeftLDAmountSpinbox"))
ld_containers.append(find_node_by_name(root, "RightLDOptions"))
ld_amount_sliders.append(find_node_by_name(root, "RightLDAmountSlider"))
ld_amount_spinboxes.append(find_node_by_name(root, "RightLDAmountSpinbox"))
colorpicker_containers.append(find_node_by_name(root, "LeftColorPickerOptions"))
colorpicker_containers.append(find_node_by_name(root, "RightColorPickerOptions"))
zoom_containers.append(find_node_by_name(root, "LeftZoomOptions"))
zoom_containers.append(find_node_by_name(root, "RightZoomOptions"))
mirror_containers.append(find_node_by_name(root, "LeftMirrorButtons"))
mirror_containers.append(find_node_by_name(root, "RightMirrorButtons"))
animation_timeline = find_node_by_name(root, "AnimationTimeline")
layers_container = find_node_by_name(animation_timeline, "LayersContainer")
@ -605,143 +471,6 @@ Hold %s to make a line""") % [InputMap.get_action_list("left_eraser_tool")[0].as
(%s)""") % InputMap.get_action_list("go_to_last_frame")[0].as_text()
func create_brush_button(brush_img : Image, brush_type := Brush_Types.CUSTOM, hint_tooltip := "") -> void:
var brush_container
var brush_button = load("res://src/UI/BrushButton.tscn").instance()
brush_button.brush_type = brush_type
if brush_type == Brush_Types.FILE || brush_type == Brush_Types.RANDOM_FILE:
brush_button.custom_brush_index = file_brushes.size() - 1
brush_container = file_brush_container
else:
brush_button.custom_brush_index = current_project.brushes.size() - 1
brush_container = project_brush_container
var brush_tex := ImageTexture.new()
brush_tex.create_from_image(brush_img, 0)
brush_button.get_child(0).texture = brush_tex
brush_button.hint_tooltip = hint_tooltip
brush_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
if brush_type == Brush_Types.RANDOM_FILE:
brush_button.random_brushes.append(brush_img)
brush_container.add_child(brush_button)
func create_pattern_button(image : Image, hint_tooltip := "") -> void:
var pattern_button : BaseButton = load("res://src/UI/PatternButton.tscn").instance()
pattern_button.image = image
var pattern_tex := ImageTexture.new()
pattern_tex.create_from_image(image, 0)
pattern_button.get_child(0).texture = pattern_tex
pattern_button.hint_tooltip = hint_tooltip
pattern_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
patterns_popup.get_node("ScrollContainer/PatternContainer").add_child(pattern_button)
func remove_brush_buttons() -> void:
current_brush_types[0] = Brush_Types.PIXEL
current_brush_types[1] = Brush_Types.PIXEL
for child in project_brush_container.get_children():
child.queue_free()
func undo_custom_brush(_brush_button : BaseButton = null) -> void:
general_undo()
var action_name : String = current_project.undo_redo.get_current_action_name()
if action_name == "Delete Custom Brush":
project_brush_container.add_child(_brush_button)
project_brush_container.move_child(_brush_button, _brush_button.custom_brush_index)
_brush_button.get_node("DeleteButton").visible = false
func redo_custom_brush(_brush_button : BaseButton = null) -> void:
general_redo()
var action_name : String = current_project.undo_redo.get_current_action_name()
if action_name == "Delete Custom Brush":
project_brush_container.remove_child(_brush_button)
func update_custom_brush(mouse_button : int) -> void:
var brush_type : int = current_brush_types[mouse_button]
if brush_type == Brush_Types.PIXEL:
var pixel = preload("res://assets/graphics/pixel_image.png")
if pixel is Image:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel, 0)
elif pixel is ImageTexture:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel.get_data(), 0)
elif brush_type == Brush_Types.CIRCLE:
var pixel = preload("res://assets/graphics/circle_9x9.png")
if pixel is Image:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel, 0)
elif pixel is ImageTexture:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel.get_data(), 0)
left_circle_points = plot_circle(brush_sizes[0])
right_circle_points = plot_circle(brush_sizes[1])
elif brush_type == Brush_Types.FILLED_CIRCLE:
var pixel = preload("res://assets/graphics/circle_filled_9x9.png")
if pixel is Image:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel, 0)
elif pixel is ImageTexture:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel.get_data(), 0)
left_circle_points = plot_circle(brush_sizes[0])
right_circle_points = plot_circle(brush_sizes[1])
else:
var custom_brush := Image.new()
if brush_type == Brush_Types.FILE or brush_type == Brush_Types.RANDOM_FILE:
custom_brush.copy_from(file_brushes[custom_brush_indexes[mouse_button]])
else:
custom_brush.copy_from(current_project.brushes[custom_brush_indexes[mouse_button]])
var custom_brush_size = custom_brush.get_size()
custom_brush.resize(custom_brush_size.x * brush_sizes[mouse_button], custom_brush_size.y * brush_sizes[mouse_button], Image.INTERPOLATE_NEAREST)
brush_images[mouse_button] = blend_image_with_color(custom_brush, color_pickers[mouse_button].color, interpolate_spinboxes[mouse_button].value / 100)
brush_textures[mouse_button].create_from_image(brush_images[mouse_button], 0)
brush_type_buttons[mouse_button].get_child(0).texture = brush_textures[mouse_button]
func blend_image_with_color(image : Image, color : Color, interpolate_factor : float) -> Image:
var blended_image := Image.new()
blended_image.copy_from(image)
var size := image.get_size()
blended_image.lock()
for xx in size.x:
for yy in size.y:
if color.a > 0: # If it's the pencil
var current_color := blended_image.get_pixel(xx, yy)
if current_color.a > 0:
var new_color := current_color.linear_interpolate(color, interpolate_factor)
new_color.a = current_color.a
blended_image.set_pixel(xx, yy, new_color)
else: # If color is transparent - if it's the eraser
blended_image.set_pixel(xx, yy, Color(0, 0, 0, 0))
return blended_image
# Algorithm based on http://members.chello.at/easyfilter/bresenham.html
# This is not used for drawing, rather for finding the points required
# for the mouse cursor/position indicator
func plot_circle(r : int) -> Array:
var circle_points := []
var xm := 0
var ym := 0
var x := -r
var y := 0
var err := 2 - r * 2
while x < 0:
circle_points.append(Vector2(xm - x, ym + y))
circle_points.append(Vector2(xm - y, ym - x))
circle_points.append(Vector2(xm + x, ym - y))
circle_points.append(Vector2(xm + y, ym + x))
r = err
if r <= y:
y += 1
err += y * 2 + 1
if r > x || err > y:
x += 1
err += x * 2 + 1
return circle_points
func _exit_tree() -> void:
config_cache.set_value("window", "screen", OS.current_screen)
config_cache.set_value("window", "maximized", OS.window_maximized || OS.window_fullscreen)

View file

@ -105,18 +105,7 @@ func add_randomised_brush(fpaths : Array, tooltip_name : String) -> void:
if len(loaded_images) > 0: # actually have images
# to use.
# take initial image...
var first_image : Image = loaded_images.pop_front()
# The index which this random brush will be at
var next_random_brush_index : int = Global.file_brush_container.get_child_count()
Global.file_brushes.append(first_image)
Global.create_brush_button(first_image, Global.Brush_Types.RANDOM_FILE, tooltip_name)
# # Process the rest
for remaining_image in loaded_images:
var brush_button = Global.file_brush_container.get_child(next_random_brush_index)
brush_button.random_brushes.append(remaining_image)
Brushes.add_file_brush(loaded_images, tooltip_name)
# Add a plain brush from the given path to the list of brushes.
# Taken, again, from find_brushes
@ -127,8 +116,7 @@ func add_plain_brush(path: String, tooltip_name: String) -> void:
return
# do the standard conversion thing...
image.convert(Image.FORMAT_RGBA8)
Global.file_brushes.append(image)
Global.create_brush_button(image, Global.Brush_Types.FILE, tooltip_name)
Brushes.add_file_brush([image], tooltip_name)
# Import brushes, in priority order, from the paths in question in priority order
@ -214,8 +202,6 @@ func import_brushes(priority_ordered_search_path: Array) -> void:
# Mark this as a processed relpath
processed_subdir_paths[nonrandomised_subdir][relative_path] = true
Global.brushes_from_files = Global.file_brushes.size()
func import_patterns(priority_ordered_search_path: Array) -> void:
for path in priority_ordered_search_path:
@ -235,25 +221,7 @@ func import_patterns(priority_ordered_search_path: Array) -> void:
var err := image.load(path.plus_file(pattern))
if err == OK:
image.convert(Image.FORMAT_RGBA8)
Global.patterns.append(image)
Global.create_pattern_button(image, pattern)
if Global.patterns.size() > 0:
var image_size = Global.patterns[0].get_size()
Global.pattern_images[0] = Global.patterns[0]
var pattern_left_tex := ImageTexture.new()
pattern_left_tex.create_from_image(Global.pattern_images[0], 0)
Global.fill_pattern_containers[0].get_child(0).get_child(0).texture = pattern_left_tex
Global.fill_pattern_containers[0].get_child(2).get_child(1).max_value = image_size.x - 1
Global.fill_pattern_containers[0].get_child(3).get_child(1).max_value = image_size.y - 1
Global.pattern_images[1] = Global.patterns[0]
var pattern_right_tex := ImageTexture.new()
pattern_right_tex.create_from_image(Global.pattern_images[1], 0)
Global.fill_pattern_containers[1].get_child(0).get_child(0).texture = pattern_right_tex
Global.fill_pattern_containers[1].get_child(2).get_child(1).max_value = image_size.x - 1
Global.fill_pattern_containers[1].get_child(3).get_child(1).max_value = image_size.y - 1
Global.patterns_popup.add(image)
func import_gpl(path : String, text : String) -> Palette:

View file

@ -93,7 +93,7 @@ func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
var image := Image.new()
image.create_from_data(b_width, b_height, false, Image.FORMAT_RGBA8, buffer)
new_project.brushes.append(image)
Global.create_brush_button(image)
Brushes.add_project_brush(image)
file.close()
if !empty_project:
@ -232,19 +232,13 @@ func open_old_pxo_file(file : File, new_project : Project, first_line : String)
guide_line = file.get_line()
# Load tool options
Global.color_pickers[0].color = file.get_var()
Global.color_pickers[1].color = file.get_var()
Global.brush_sizes[0] = file.get_8()
Global.brush_size_edits[0].value = Global.brush_sizes[0]
Global.brush_sizes[1] = file.get_8()
Global.brush_size_edits[1].value = Global.brush_sizes[1]
file.get_var()
file.get_var()
file.get_8()
file.get_8()
if file_major_version == 0 and file_minor_version < 7:
var left_palette = file.get_var()
var right_palette = file.get_var()
for color in left_palette:
Global.color_pickers[0].get_picker().add_preset(color)
for color in right_palette:
Global.color_pickers[1].get_picker().add_preset(color)
file.get_var()
file.get_var()
# Load custom brushes
var brush_line := file.get_line()
@ -255,7 +249,7 @@ func open_old_pxo_file(file : File, new_project : Project, first_line : String)
var image := Image.new()
image.create_from_data(b_width, b_height, false, Image.FORMAT_RGBA8, buffer)
new_project.brushes.append(image)
Global.create_brush_button(image)
Brushes.add_project_brush(image)
brush_line = file.get_line()
if file_major_version >= 0 and file_minor_version > 6:

201
src/Autoload/Tools.gd Normal file
View file

@ -0,0 +1,201 @@
extends Node
class Slot:
var name : String
var kname : String
var tool_node : Node = null
var button : int
var color : Color
var pixel_perfect := false
var horizontal_mirror := false
var vertical_mirror := false
func _init(slot_name : String) -> void:
name = slot_name
kname = name.replace(" ", "_").to_lower()
load_config()
func save_config() -> void:
var config := {
"pixel_perfect" : pixel_perfect,
"horizontal_mirror" : horizontal_mirror,
"vertical_mirror" : vertical_mirror,
}
Global.config_cache.set_value(kname, "slot", config)
func load_config() -> void:
var config = Global.config_cache.get_value(kname, "slot", {})
pixel_perfect = config.get("pixel_perfect", pixel_perfect)
horizontal_mirror = config.get("horizontal_mirror", horizontal_mirror)
vertical_mirror = config.get("vertical_mirror", vertical_mirror)
signal color_changed(color, button)
var _tools = {
"RectSelect" : "res://src/Tools/RectSelect.tscn",
"Zoom" : "res://src/Tools/Zoom.tscn",
"ColorPicker" : "res://src/Tools/ColorPicker.tscn",
"Pencil" : "res://src/Tools/Pencil.tscn",
"Eraser" : "res://src/Tools/Eraser.tscn",
"Bucket" : "res://src/Tools/Bucket.tscn",
"LightenDarken" : "res://src/Tools/LightenDarken.tscn",
}
var _slots = {}
var _panels = {}
var _tool_buttons : Node
var _active_button := -1
var _last_position := Vector2.INF
var pen_pressure := 1.0
var control := false
var shift := false
var alt := false
func _ready():
yield(get_tree(), "idle_frame")
_slots[BUTTON_LEFT] = Slot.new("Left tool")
_slots[BUTTON_RIGHT] = Slot.new("Right tool")
_panels[BUTTON_LEFT] = Global.find_node_by_name(Global.control, "LeftPanelContainer")
_panels[BUTTON_RIGHT] = Global.find_node_by_name(Global.control, "RightPanelContainer")
_tool_buttons = Global.find_node_by_name(Global.control, "ToolButtons")
var value = Global.config_cache.get_value(_slots[BUTTON_LEFT].kname, "tool", "Pencil")
set_tool(value, BUTTON_LEFT)
value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "tool", "Eraser")
set_tool(value, BUTTON_RIGHT)
value = Global.config_cache.get_value(_slots[BUTTON_LEFT].kname, "color", Color.black)
assign_color(value, BUTTON_LEFT)
value = Global.config_cache.get_value(_slots[BUTTON_RIGHT].kname, "color", Color.white)
assign_color(value, BUTTON_RIGHT)
update_tool_buttons()
update_tool_cursors()
func set_tool(name : String, button : int) -> void:
var slot = _slots[button]
var panel : Node = _panels[button]
var node : Node = load(_tools[name]).instance()
node.name = name
node.tool_slot = slot
slot.tool_node = node
slot.button = button
panel.add_child(slot.tool_node)
func assign_tool(name : String, button : int) -> void:
var slot = _slots[button]
var panel : Node = _panels[button]
if slot.tool_node != null:
if slot.tool_node.name == name:
return
panel.remove_child(slot.tool_node)
slot.tool_node.queue_free()
set_tool(name, button)
update_tool_buttons()
update_tool_cursors()
Global.config_cache.set_value(slot.kname, "tool", name)
func default_color() -> void:
assign_color(Color.black, BUTTON_LEFT)
assign_color(Color.white, BUTTON_RIGHT)
func swap_color() -> void:
var left = _slots[BUTTON_LEFT].color
var right = _slots[BUTTON_RIGHT].color
assign_color(right, BUTTON_LEFT)
assign_color(left, BUTTON_RIGHT)
func assign_color(color : Color, button : int) -> void:
var c : Color = _slots[button].color
if color.a == 0:
if color.r != c.r or color.g != c.g or color.b != c.b:
color.a = 1
_slots[button].color = color
Global.config_cache.set_value(_slots[button].kname, "color", color)
emit_signal("color_changed", color, button)
func get_assigned_color(button : int) -> Color:
return _slots[button].color
func update_tool_buttons() -> void:
for child in _tool_buttons.get_children():
var texture : TextureRect = child.get_child(0)
var filename = child.name.to_lower()
if _slots[BUTTON_LEFT].tool_node.name == child.name:
filename += "_l"
if _slots[BUTTON_RIGHT].tool_node.name == child.name:
filename += "_r"
filename += ".png"
Global.change_button_texturerect(texture, filename)
func update_tool_cursors() -> void:
var image = "res://assets/graphics/cursor_icons/%s_cursor.png" % _slots[BUTTON_LEFT].tool_node.name.to_lower()
Global.left_cursor_tool_texture.create_from_image(load(image), 0)
image = "res://assets/graphics/cursor_icons/%s_cursor.png" % _slots[BUTTON_RIGHT].tool_node.name.to_lower()
Global.right_cursor_tool_texture.create_from_image(load(image), 0)
func draw_indicator() -> void:
if Global.left_square_indicator_visible:
_slots[BUTTON_LEFT].tool_node.draw_indicator()
if Global.right_square_indicator_visible:
_slots[BUTTON_RIGHT].tool_node.draw_indicator()
func handle_draw(position : Vector2, event : InputEvent) -> void:
if not (Global.can_draw and Global.has_focus):
return
if event is InputEventWithModifiers:
control = event.control
shift = event.shift
alt = event.alt
if event is InputEventMouseButton:
if event.button_index in [BUTTON_LEFT, BUTTON_RIGHT]:
if event.pressed and _active_button == -1:
_active_button = event.button_index
_slots[_active_button].tool_node.draw_start(position)
elif not event.pressed and event.button_index == _active_button:
_slots[_active_button].tool_node.draw_end(position)
_active_button = -1
if event is InputEventMouseMotion:
if Engine.get_version_info().major == 3 && Engine.get_version_info().minor >= 2:
pen_pressure = event.pressure
if Global.pressure_sensitivity_mode == Global.Pressure_Sensitivity.NONE:
pen_pressure = 1.0
if not position.is_equal_approx(_last_position):
_last_position = position
_slots[BUTTON_LEFT].tool_node.cursor_move(position)
_slots[BUTTON_RIGHT].tool_node.cursor_move(position)
if _active_button != -1:
_slots[_active_button].tool_node.draw_move(position)
var project : Project = Global.current_project
var text := "[%s×%s]" % [project.size.x, project.size.y]
if Global.has_focus:
text += " %s, %s" % [position.x, position.y]
if not _slots[BUTTON_LEFT].tool_node.cursor_text.empty():
text += " %s" % _slots[BUTTON_LEFT].tool_node.cursor_text
if not _slots[BUTTON_RIGHT].tool_node.cursor_text.empty():
text += " %s" % _slots[BUTTON_RIGHT].tool_node.cursor_text
Global.cursor_position_label.text = text