Selection can be moved outside the canvas

- Rectangle selection can be created and moved outside the canvas
- Added new View menu for Tile Mode and Show Grid.
- When creating a new canvas, you can now choose a color to fill your new image with
- FPS accepts values with up to 2 decimal points. SpinBox's step is changed from 1 to 0.01
- Fixed errors that occured when the user drew outside the canvas, caused by get_pixel()
- Fixed error that occured when the user was pasting an empty image
- Removed point_in_rectangle_equal() and new_canvas()
This commit is contained in:
OverloadedOrama 2019-09-19 00:10:23 +03:00
parent 2b710afd3b
commit 62b9278537
5 changed files with 115 additions and 65 deletions

View file

@ -94,9 +94,10 @@ func _process(delta) -> void:
current_color = Global.right_color_picker.color
flood_fill(mouse_pos, layers[current_layer_index][0].get_pixelv(mouse_pos), current_color)
"RectSelect":
if point_in_rectangle(mouse_pos_floored, location - Vector2.ONE, location + size) && Global.can_draw && Global.has_focus && Global.current_frame == frame:
#Check SelectionRectangle.gd for more code on Rectangle Selection
if Global.can_draw && Global.has_focus && Global.current_frame == frame:
#If we're creating a new selection
if Global.selected_pixels.size() == 0 || !point_in_rectangle_equal(mouse_pos_floored, Global.selection_rectangle.polygon[0], Global.selection_rectangle.polygon[2]):
if Global.selected_pixels.size() == 0 || !point_in_rectangle(mouse_pos_floored, Global.selection_rectangle.polygon[0] - Vector2.ONE, Global.selection_rectangle.polygon[2]):
if Input.is_action_just_pressed(current_mouse_button):
Global.selection_rectangle.polygon[0] = mouse_pos_floored
Global.selection_rectangle.polygon[1] = mouse_pos_floored
@ -146,7 +147,8 @@ func _process(delta) -> void:
for xx in range(start_pos.x, end_pos.x):
for yy in range(start_pos.y, end_pos.y):
Global.selected_pixels.append(Vector2(xx, yy))
if xx >= location.x && xx < size.x && yy >= location.y && yy < size.y:
Global.selected_pixels.append(Vector2(xx, yy))
is_making_selection = "None"
if sprite_changed_this_frame:
@ -315,27 +317,24 @@ func draw_pixel(pos : Vector2, color : Color, brush_size : int) -> void:
var north_limit := location.y
var south_limit := location.y + size.y
if Global.selected_pixels.size() != 0:
west_limit = Global.selection_rectangle.polygon[0].x
east_limit = Global.selection_rectangle.polygon[2].x
north_limit = Global.selection_rectangle.polygon[0].y
south_limit = Global.selection_rectangle.polygon[2].y
west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x)
east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x)
north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y)
south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y)
var start_pos_x = pos.x - (brush_size >> 1)
var start_pos_y = pos.y - (brush_size >> 1)
for cur_pos_x in range(start_pos_x, start_pos_x + brush_size):
#layers[current_layer_index][0].set_pixel(cur_pos_x, pos.y, color)
for cur_pos_y in range(start_pos_y, start_pos_y + brush_size):
if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color: #don't draw the same pixel over and over
if point_in_rectangle_equal(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit, north_limit), Vector2(east_limit - 1, south_limit - 1)):
if point_in_rectangle(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color: #don't draw the same pixel over and over
layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color)
#layers[current_layer_index][0].set_pixelv(pos, color)
sprite_changed_this_frame = true
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
func point_in_rectangle_equal(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
return p.x >= coord1.x && p.y >= coord1.y && p.x <= coord2.x && p.y <= coord2.y
#Bresenham's Algorithm
#Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
@ -376,12 +375,12 @@ func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> v
var north_limit := location.y
var south_limit := location.y + size.y
if Global.selected_pixels.size() != 0:
west_limit = Global.selection_rectangle.polygon[0].x
east_limit = Global.selection_rectangle.polygon[2].x
north_limit = Global.selection_rectangle.polygon[0].y
south_limit = Global.selection_rectangle.polygon[2].y
west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x)
east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x)
north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y)
south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y)
if !point_in_rectangle_equal(pos, Vector2(west_limit, north_limit), Vector2(east_limit - 1, south_limit - 1)):
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
return
var q = [pos]