Bring refactoring changes to master (#253)

* Refactoring image_menu_id_pressed method in Main.gd (#243)

* Refactoring image_menu_id_pressed method in Main.gd

I've moved the code from each "match" case into a seperate method to make it more readable.

Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>

* Refactoring Main.gd. Mostly cutting big methods into smaller ones. (#244)

* Refactoring Main.gd. Mostly cutting big methods into smaller one.

- Reduced size of _ready method in Main.gd
- Moved code from certain parts of old _ready method into seperate methods
- Fixed the translation bug related to CurrentFrame node in TopMenuContainer scene. The CurrentFrame node wasn't updating the language when I was changing language. I've also changed the translation file for this.
- Fixed Global.palette_option_button.selected related warning. Because of some unknown reasons, git didn't push completed line there.
- Moved code from file_menu_id_pressed and view_menu_id_pressed method in Main.gd to separate methods to make it more readable.

* Removed window_title changes from Main.tscn

Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>

* Fixed TextureRect images of the circle brushes in BrushesPopup

They all had the pixel brush image in their TextureRect

* Split code from PreferencesDialog.gd to HandleLanguages.gd

Also moved PreferencesDialog script & scene to src/Preferences. More Preferences code splitting will follow.

* Split theme related code from PreferencesDialog into HandleThemes.gd

* Moved shortcuts code from PreferencesDialog

* Created DrawingAlgos.gd and moved a lot of drawing code there

Moved code from Global.gd and Canvas.gd to DrawingAlgos.gd. Will also move the fill_gaps and draw_brush methods of Canvas.gd next. Maybe even refactor the inside of them a bit to make them easier to read.

* Connected "files_dropped" signal to a method

This lets the user drag and drop files into Pixelorama, while it runs, to open them. This doesn't work properly and will crash when it can't open the files. It will get merged into master soon.

* Renamed handle_running_pixelorama_with_arguments() to handle_loading_files()

handle_loading_files() is also used for _on_files_dropped()

* Moved draw_brush() and fill_gaps() from Canvas.gd to DrawingAlgos.gd

draw_brush() is currently very ugly and probably needs inside refactoring

* Removed coord clamping from fill_gaps()

This should make line making behave as expected when the mouse is outside of canvas boundaries

* Drawing is no longer limited by the canvas boundaries

his means that, if you have a brush largen than 1px, you can draw on the edges of the canvas. All pixels that are being drawn outside of the canvas will still have no effect.

* Use enums instead of strings for tools

This could be a slight increase in performance

* Fixed line making with Shift and don't let color picker pick colors outside of canvas

* Changed Global node variables to arrays for left/right

Instead of having 2 variables for left & right nodes, use an array instead. This will help with better looking code, automation and less repetitive code, as seen in ToolButtons.gd. Move related refactoring will follow.

* More Global left/right variables became Arrays

Global.update_left_custom_brush() and its right counterpart have also now become Global.update_custom_brush(mouse_button : int)

* Use Global.Mouse_Button instead of strings for comparison

This should be a slight increase in performance

* Refactoring perferences dialog (#251)

* Added ItemList to themes

* Language and theme checkboxes are now radio buttons

* Even more Global left/right variables became arrays

ColorAndToolOptions has now the same code for left and right tool options, with more similar refactoring coming soon to places like Canvas and DrawingAlgos

* Refactored Canvas.gd

* Refactored DrawingAlgos.draw_brush(), made draw_pixel() method

This also fixes alpha blending and lighting/darkening issues when drawing pixels with mirroring.

* Remove draw_pixel(), use draw_pixel_blended() instead

* Ignore warnings

I don't know what else to do about them, they seem trivial anyway

* Use enum instead of strings for Global.theme_type

Another potential small performance boost when changing themes.

* Use a new Layer class to handle layer information

This replaces the old Global.layers nested array mess, and makes the code easier to read and to understand.

* Fixed linked cel crash and layer naming

* Created a new Cel class, to handle cel information

Like the Layer class, it is used in place of Canvas.layers nested array mess. It hasn't been tested thoroughly yet, so there may be crashes.

* Fixed issue where if you moved a frame to the start (move left), it was invisible

* Added AnimationTag class

Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.

Co-authored-by: Igor Santarek <jegor377@gmail.com>
Co-authored-by: Kinwailo <lokinwai@gmail.com>
This commit is contained in:
Manolis Papadeas 2020-06-02 20:00:18 +03:00 committed by GitHub
parent 7a8ae9428b
commit 881e53dadc
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48 changed files with 4037 additions and 4151 deletions

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@ -0,0 +1,646 @@
extends Node
const Drawer = preload("res://src/Classes/Drawers.gd").Drawer
const SimpleDrawer = preload("res://src/Classes/Drawers.gd").SimpleDrawer
const PixelPerfectDrawer = preload("res://src/Classes/Drawers.gd").PixelPerfectDrawer
var pixel_perfect_drawer := PixelPerfectDrawer.new()
var pixel_perfect_drawer_h_mirror := PixelPerfectDrawer.new()
var pixel_perfect_drawer_v_mirror := PixelPerfectDrawer.new()
var pixel_perfect_drawer_hv_mirror := PixelPerfectDrawer.new()
var simple_drawer := SimpleDrawer.new()
var mouse_press_pixels := [] # Cleared after mouse release
var mouse_press_pressure_values := [] # Cleared after mouse release
func draw_pixel_blended(sprite : Image, pos : Vector2, color : Color, pen_pressure : float, current_mouse_button := -1, current_action := -1, drawer : Drawer = simple_drawer) -> void:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
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 west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
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]
if brush_type == Global.Brush_Types.PIXEL || current_action == Global.Tools.LIGHTENDARKEN:
var start_pos_x = pos.x - (brush_size >> 1)
var start_pos_y = pos.y - (brush_size >> 1)
var end_pos_x = start_pos_x + brush_size
var end_pos_y = 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):
var pixel_perfect : bool = Global.pixel_perfect[current_mouse_button]
# warning-ignore:incompatible_ternary
var drawer : Drawer = pixel_perfect_drawer if pixel_perfect else simple_drawer
draw_pixel_blended(sprite, Vector2(cur_pos_x, cur_pos_y), color, pen_pressure, current_mouse_button, current_action, drawer)
# Handle mirroring
var mirror_x = east_limit + west_limit - cur_pos_x - 1
var mirror_y = south_limit + north_limit - cur_pos_y - 1
if horizontal_mirror:
# warning-ignore:incompatible_ternary
var drawer_h_mirror : Drawer = pixel_perfect_drawer_h_mirror if pixel_perfect else simple_drawer
draw_pixel_blended(sprite, Vector2(mirror_x, cur_pos_y), color, pen_pressure, current_mouse_button, current_action, drawer_h_mirror)
if vertical_mirror:
# warning-ignore:incompatible_ternary
var drawer_v_mirror : Drawer = pixel_perfect_drawer_v_mirror if pixel_perfect else simple_drawer
draw_pixel_blended(sprite, Vector2(cur_pos_x, mirror_y), color, pen_pressure, current_mouse_button, current_action, drawer_v_mirror)
if horizontal_mirror && vertical_mirror:
# warning-ignore:incompatible_ternary
var drawer_hv_mirror : Drawer = pixel_perfect_drawer_hv_mirror if pixel_perfect else simple_drawer
draw_pixel_blended(sprite, Vector2(mirror_x, mirror_y), color, pen_pressure, current_mouse_button, current_action, drawer_hv_mirror)
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, brush_type == Global.Brush_Types.FILLED_CIRCLE)
# Handle mirroring
var mirror_x = east_limit + west_limit - pos.x
var mirror_y = south_limit + north_limit - pos.y
if horizontal_mirror:
plot_circle(sprite, mirror_x, pos.y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE)
if vertical_mirror:
plot_circle(sprite, pos.x, mirror_y, brush_size, color, brush_type == Global.Brush_Types.FILLED_CIRCLE)
if horizontal_mirror && vertical_mirror:
plot_circle(sprite, mirror_x, mirror_y, brush_size, color, 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.custom_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()
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(west_limit, north_limit)
selection_rect.end = Vector2(east_limit, south_limit)
# 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 = east_limit + west_limit - pos.x - (pos.x - dst.x)
var mirror_y = south_limit + north_limit - 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
blend_rect(sprite, custom_brush_image, src_rect, dst)
if horizontal_mirror:
blend_rect(sprite, custom_brush_image, src_rect, Vector2(mirror_x, dst.y))
if vertical_mirror:
blend_rect(sprite, custom_brush_image, src_rect, Vector2(dst.x, mirror_y))
if horizontal_mirror && vertical_mirror:
blend_rect(sprite, 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()
custom_brush.copy_from(Global.custom_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.canvas.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.canvas.size.y)
if Global.canvas.is_making_line:
Global.canvas.line_2d.set_point_position(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, 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, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_2, color, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_3, color, Global.canvas.pen_pressure)
draw_pixel_blended(sprite, quadrant_4, color, Global.canvas.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 west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
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(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
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 >= west_limit && sprite.get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < east_limit && 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 >= north_limit && sprite.get_pixelv(north) == target_color:
q.append(north)
if south.y < south_limit && 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 west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
pos = pos.floor()
if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
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 >= west_limit && sprite.get_pixelv(west) == target_color:
west += Vector2.LEFT
while east.x < east_limit && 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 >= north_limit && sprite.get_pixelv(north) == target_color:
q.append(north)
if south.y < south_limit && 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
# Custom blend rect function, needed because Godot's issue #31124
func blend_rect(bg : Image, brush : Image, src_rect : Rect2, dst : Vector2) -> void:
var brush_size := brush.get_size()
var clipped_src_rect := Rect2(Vector2.ZERO, brush_size).clip(src_rect)
if clipped_src_rect.size.x <= 0 || clipped_src_rect.size.y <= 0:
return
var src_underscan := Vector2(min(0, src_rect.position.x), min(0, src_rect.position.y))
var dest_rect := Rect2(0, 0, bg.get_width(), bg.get_height()).clip(Rect2(dst - src_underscan, clipped_src_rect.size))
for x in range(0, dest_rect.size.x):
for y in range(0, dest_rect.size.y):
var src_x := clipped_src_rect.position.x + x;
var src_y := clipped_src_rect.position.y + y;
var dst_x := dest_rect.position.x + x;
var dst_y := dest_rect.position.y + y;
brush.lock()
var brush_color := brush.get_pixel(src_x, src_y)
var bg_color := bg.get_pixel(dst_x, dst_y)
var out_color := blend_colors(brush_color, bg_color)
if out_color.a != 0:
bg.set_pixel(dst_x, dst_y, out_color)
brush.unlock()
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)
scaled.lock()
sprite.lock()
var a : Color
var b : Color
var c : Color
var d : Color
var e : Color
var f : Color
var g : Color
var h : Color
var i : Color
for x in range(1,sprite.get_width()-1):
for y in range(1,sprite.get_height()-1):
var xs : float = 3*x
var ys : float = 3*y
a = sprite.get_pixel(x-1,y-1)
b = sprite.get_pixel(x,y-1)
c = sprite.get_pixel(x+1,y-1)
d = sprite.get_pixel(x-1,y)
e = sprite.get_pixel(x,y)
f = sprite.get_pixel(x+1,y)
g = sprite.get_pixel(x-1,y+1)
h = sprite.get_pixel(x,y+1)
i = sprite.get_pixel(x+1,y+1)
var db : bool = similarColors(d, b, tol)
var dh : bool = similarColors(d, h, tol)
var bf : bool = similarColors(f, b, tol)
var ec : bool = similarColors(e, c, tol)
var ea : bool = similarColors(e, a, tol)
var fh : bool = similarColors(f, h, tol)
var eg : bool = similarColors(e, g, tol)
var ei : bool = similarColors(e, i, tol)
scaled.set_pixel(xs-1, ys-1, d if (db and !dh and !bf) else e )
scaled.set_pixel(xs, ys-1, b if (db and !dh and !bf and !ec) or
(bf and !db and !fh and !ea) else e)
scaled.set_pixel(xs+1, ys-1, f if (bf and !db and !fh) else e)
scaled.set_pixel(xs-1, ys, d if (dh and !fh and !db and !ea) or
(db and !dh and !bf and !eg) else e)
scaled.set_pixel(xs, ys, e);
scaled.set_pixel(xs+1, ys, f if (bf and !db and !fh and !ei) or
(fh and !bf and !dh and !ec) else e)
scaled.set_pixel(xs-1, ys+1, d if (dh and !fh and !db) else e)
scaled.set_pixel(xs, ys+1, h if (fh and !bf and !dh and !eg) or
(dh and !fh and !db and !ei) else e)
scaled.set_pixel(xs+1, ys+1, f if (fh and !bf and !dh) else e)
scaled.unlock()
sprite.unlock()
return scaled
func rotxel(sprite : Image, angle : float) -> void:
# If angle is simple, then nn rotation is the best
if angle == 0 || angle == PI/2 || angle == PI || angle == 2*PI:
nn_rotate(sprite, angle)
return
var aux : Image = Image.new()
aux.copy_from(sprite)
# warning-ignore:integer_division
# warning-ignore:integer_division
var center : Vector2 = Vector2(sprite.get_width() / 2, sprite.get_height() / 2)
var ox : int
var oy : int
var p : Color
aux.lock()
sprite.lock()
for x in range(sprite.get_width()):
for y in range(sprite.get_height()):
var dx = 3*(x - center.x)
var dy = 3*(y - center.y)
var found_pixel : bool = false
for k in range(9):
var i = -1 + k % 3
# warning-ignore:integer_division
var j = -1 + int(k / 3)
var dir = atan2(dy + j, dx + i)
var mag = sqrt(pow(dx + i, 2) + pow(dy + j, 2))
dir -= angle
ox = round(center.x*3 + 1 + mag*cos(dir))
oy = round(center.y*3 + 1 + mag*sin(dir))
if (sprite.get_width() % 2 != 0):
ox += 1
oy += 1
if (ox >= 0 && ox < sprite.get_width()*3
&& oy >= 0 && oy < sprite.get_height()*3):
found_pixel = true
break
if !found_pixel:
sprite.set_pixel(x, y, Color(0,0,0,0))
continue
var fil : int = oy % 3
var col : int = ox % 3
var index : int = col + 3*fil
ox = round((ox - 1)/3.0);
oy = round((oy - 1)/3.0);
var a : Color
var b : Color
var c : Color
var d : Color
var e : Color
var f : Color
var g : Color
var h : Color
var i : Color
if (ox == 0 || ox == sprite.get_width() - 1 ||
oy == 0 || oy == sprite.get_height() - 1):
p = aux.get_pixel(ox, oy)
else:
a = aux.get_pixel(ox-1,oy-1);
b = aux.get_pixel(ox,oy-1);
c = aux.get_pixel(ox+1,oy-1);
d = aux.get_pixel(ox-1,oy);
e = aux.get_pixel(ox,oy);
f = aux.get_pixel(ox+1,oy);
g = aux.get_pixel(ox-1,oy+1);
h = aux.get_pixel(ox,oy+1);
i = aux.get_pixel(ox+1,oy+1);
match(index):
0:
p = d if (similarColors(d,b) && !similarColors(d,h)
&& !similarColors(b,f)) else e;
1:
p = b if ((similarColors(d,b) && !similarColors(d,h) &&
!similarColors(b,f) && !similarColors(e,c)) ||
(similarColors(b,f) && !similarColors(d,b) &&
!similarColors(f,h) && !similarColors(e,a))) else e;
2:
p = f if (similarColors(b,f) && !similarColors(d,b) &&
!similarColors(f,h)) else e;
3:
p = d if ((similarColors(d,h) && !similarColors(f,h) &&
!similarColors(d,b) && !similarColors(e,a)) ||
(similarColors(d,b) && !similarColors(d,h) &&
!similarColors(b,f) && !similarColors(e,g))) else e;
4:
p = e
5:
p = f if((similarColors(b,f) && !similarColors(d,b) &&
!similarColors(f,h) && !similarColors(e,i))
|| (similarColors(f,h) && !similarColors(b,f) &&
!similarColors(d,h) && !similarColors(e,c))) else e;
6:
p = d if (similarColors(d,h) && !similarColors(f,h) &&
!similarColors(d,b)) else e;
7:
p = h if ((similarColors(f,h) && !similarColors(f,b) &&
!similarColors(d,h) && !similarColors(e,g))
|| (similarColors(d,h) && !similarColors(f,h) &&
!similarColors(d,b) && !similarColors(e,i))) else e;
8:
p = f if (similarColors(f,h) && !similarColors(f,b) &&
!similarColors(d,h)) else e;
sprite.set_pixel(x, y, p)
sprite.unlock()
aux.unlock()
func fake_rotsprite(sprite : Image, angle : float) -> void:
sprite.copy_from(scale3X(sprite))
nn_rotate(sprite,angle)
# warning-ignore:integer_division
# warning-ignore:integer_division
sprite.resize(sprite.get_width() / 3, sprite.get_height() / 3, 0)
func nn_rotate(sprite : Image, angle : float) -> void:
var aux : Image = Image.new()
aux.copy_from(sprite)
sprite.lock()
aux.lock()
var ox: int
var oy: int
# warning-ignore:integer_division
# warning-ignore:integer_division
var center : Vector2 = Vector2(sprite.get_width() / 2, sprite.get_height() / 2)
for x in range(sprite.get_width()):
for y in range(sprite.get_height()):
ox = (x - center.x)*cos(angle) + (y - center.y)*sin(angle) + center.x
oy = -(x - center.x)*sin(angle) + (y - center.y)*cos(angle) + center.y
if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height():
sprite.set_pixel(x, y, aux.get_pixel(ox, oy))
else:
sprite.set_pixel(x, y, Color(0,0,0,0))
sprite.unlock()
aux.unlock()
func similarColors(c1 : Color, c2 : Color, tol : float = 100) -> bool:
var dist = colorDistance(c1, c2)
return dist <= tol
func colorDistance(c1 : Color, c2 : Color) -> float:
return sqrt(pow((c1.r - c2.r)*255, 2) + pow((c1.g - c2.g)*255, 2)
+ pow((c1.b - c2.b)*255, 2) + pow((c1.a - c2.a)*255, 2))
func adjust_hsv(img: Image, id : int, delta : float) -> void:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
var north_limit = Global.canvas.north_limit
var south_limit = Global.canvas.south_limit
img.lock()
match id:
0: # Hue
for i in range(west_limit, east_limit):
for j in range(north_limit, south_limit):
var c : Color = img.get_pixel(i,j)
var hue = range_lerp(c.h,0,1,-180,180)
hue = hue + delta
while(hue >= 180):
hue -= 360
while(hue < -180):
hue += 360
c.h = range_lerp(hue,-180,180,0,1)
img.set_pixel(i,j,c)
1: # Saturation
for i in range(west_limit, east_limit):
for j in range(north_limit, south_limit):
var c : Color = img.get_pixel(i,j)
var sat = c.s
if delta > 0:
sat = range_lerp(delta,0,100,c.s,1)
elif delta < 0:
sat = range_lerp(delta,-100,0,0,c.s)
c.s = sat
img.set_pixel(i,j,c)
2: # Value
for i in range(west_limit, east_limit):
for j in range(north_limit, south_limit):
var c : Color = img.get_pixel(i,j)
var val = c.v
if delta > 0:
val = range_lerp(delta,0,100,c.v,1)
elif delta < 0:
val = range_lerp(delta,-100,0,0,c.v)
c.v = val
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

@ -1,26 +1,28 @@
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}
var root_directory := "."
var window_title := "" setget title_changed # Why doesn't Godot have get_window_title()?
var config_cache := ConfigFile.new()
var XDGDataPaths = preload("res://src/XDGDataPaths.gd")
var directory_module : Reference
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
const medium_speed_move_rate := 750.0
const high_speed_move_rate := 3750.0
enum Direction {
UP = 0,
DOWN = 1,
LEFT = 2,
RIGHT = 3
}
var root_directory := "."
var window_title := "" setget title_changed # Why doesn't Godot have get_window_title()?
var config_cache := ConfigFile.new()
var XDGDataPaths = preload("res://src/XDGDataPaths.gd")
var directory_module : Reference
# Indices are as in the Direction enum
# This is the total time the key for
@ -51,10 +53,10 @@ var right_cursor_tool_texture : ImageTexture
var selected_pixels := []
var image_clipboard : Image
var animation_tags := [] setget animation_tags_changed # [Name, Color, From, To]
var animation_tags := [] setget animation_tags_changed
var play_only_tags := true
var theme_type := "Dark"
var theme_type : int = Theme_Types.DARK
var is_default_image := true
var default_image_width := 64
var default_image_height := 64
@ -68,45 +70,30 @@ var checker_size := 10
var checker_color_1 := Color(0.47, 0.47, 0.47, 1)
var checker_color_2 := Color(0.34, 0.35, 0.34, 1)
var autosave_interval := 5.0
var enable_autosave := true
# Tools & options
var current_left_tool := "Pencil"
var current_right_tool := "Eraser"
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
# 0 for area of same color, 1 for all pixels of the same color
var left_fill_area := 0
var right_fill_area := 0
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 left_fill_with := 0
var right_fill_with := 0
var ld_modes := [Lighten_Darken_Mode.LIGHTEN, Lighten_Darken_Mode.LIGHTEN]
var ld_amounts := [0.1, 0.1]
var left_fill_pattern_offset := Vector2.ZERO
var right_fill_pattern_offset := Vector2.ZERO
var color_picker_for := [Mouse_Button.LEFT, Mouse_Button.RIGHT]
# 0 for lighten, 1 for darken
var left_ld := 0
var right_ld := 0
var left_ld_amount := 0.1
var right_ld_amount := 0.1
var zoom_modes := [Zoom_Mode.ZOOM_IN, Zoom_Mode.ZOOM_OUT]
# 0 for the left, 1 for the right
var left_color_picker_for := 0
var right_color_picker_for := 1
# 0 for zoom in, 1 for zoom out
var left_zoom_mode := 0
var right_zoom_mode := 1
var left_horizontal_mirror := false
var left_vertical_mirror := false
var right_horizontal_mirror := false
var right_vertical_mirror := false
var left_pixel_perfect := false
var right_pixel_perfect := false
var horizontal_mirror := [false, false]
var vertical_mirror := [false, false]
var pixel_perfect := [false, false]
# View menu options
var tile_mode := false
@ -122,29 +109,23 @@ var onion_skinning_future_rate := 1.0
var onion_skinning_blue_red := false
# Brushes
var left_brush_size := 1
var right_brush_size := 1
var current_left_brush_type = Brush_Types.PIXEL
var current_right_brush_type = Brush_Types.PIXEL
var brush_sizes := [1, 1]
var current_brush_types := [Brush_Types.PIXEL, Brush_Types.PIXEL]
var brush_type_window_position := "left"
var brush_type_window_position : int = Mouse_Button.LEFT
var left_circle_points := []
var right_circle_points := []
var brushes_from_files := 0
var custom_brushes := []
var custom_left_brush_index := -1
var custom_right_brush_index := -1
var custom_left_brush_image : Image
var custom_right_brush_image : Image
var custom_left_brush_texture := ImageTexture.new()
var custom_right_brush_texture := ImageTexture.new()
var custom_brush_indexes := [-1, -1]
var custom_brush_images := [Image.new(), Image.new()]
var custom_brush_textures := [ImageTexture.new(), ImageTexture.new()]
# Patterns
var patterns := []
var pattern_window_position := "left"
var pattern_left_image : Image
var pattern_right_image : Image
var pattern_window_position : int = Mouse_Button.LEFT
var pattern_images := [Image.new(), Image.new()]
# Palettes
var palettes := {}
@ -176,65 +157,48 @@ var zoom_level_label : Label
var import_sprites_dialog : FileDialog
var export_dialog : AcceptDialog
var preferences_dialog : AcceptDialog
var left_color_picker : ColorPickerButton
var right_color_picker : ColorPickerButton
var color_pickers := []
var color_switch_button : BaseButton
var left_tool_options_container : Container
var right_tool_options_container : Container
var tool_options_containers := []
var left_brush_type_container : Container
var right_brush_type_container : Container
var left_brush_type_button : BaseButton
var right_brush_type_button : BaseButton
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 left_brush_size_edit : SpinBox
var left_brush_size_slider : HSlider
var right_brush_size_edit : SpinBox
var right_brush_size_slider : HSlider
var brush_size_edits := []
var brush_size_sliders := []
var left_pixel_perfect_container : VBoxContainer
var right_pixel_perfect_container : VBoxContainer
var pixel_perfect_containers := []
var left_color_interpolation_container : Container
var right_color_interpolation_container : Container
var left_interpolate_spinbox : SpinBox
var left_interpolate_slider : HSlider
var right_interpolate_spinbox : SpinBox
var right_interpolate_slider : HSlider
var color_interpolation_containers := []
var interpolate_spinboxes := []
var interpolate_sliders := []
var left_fill_area_container : Container
var left_fill_pattern_container : Container
var right_fill_area_container : Container
var right_fill_pattern_container : Container
var fill_area_containers := []
var fill_pattern_containers := []
var left_ld_container : Container
var left_ld_amount_slider : HSlider
var left_ld_amount_spinbox : SpinBox
var right_ld_container : Container
var right_ld_amount_slider : HSlider
var right_ld_amount_spinbox : SpinBox
var ld_containers := []
var ld_amount_sliders := []
var ld_amount_spinboxes := []
var left_colorpicker_container : Container
var right_colorpicker_container : Container
var colorpicker_containers := []
var left_zoom_container : Container
var right_zoom_container : Container
var zoom_containers := []
var left_mirror_container : Container
var right_mirror_container : Container
var mirror_containers := []
var animation_timeline : Panel
var animation_timer : Timer
var frame_ids : HBoxContainer
var current_frame_label : Label
var current_frame_mark_label : Label
var onion_skinning_button : BaseButton
var loop_animation_button : BaseButton
var play_forward : BaseButton
@ -313,58 +277,59 @@ func _ready() -> void:
import_sprites_dialog = find_node_by_name(root, "ImportSprites")
export_dialog = find_node_by_name(root, "ExportDialog")
preferences_dialog = find_node_by_name(root, "PreferencesDialog")
left_tool_options_container = find_node_by_name(root, "LeftToolOptions")
right_tool_options_container = find_node_by_name(root, "RightToolOptions")
tool_options_containers.append(find_node_by_name(root, "LeftToolOptions"))
tool_options_containers.append(find_node_by_name(root, "RightToolOptions"))
left_color_picker = find_node_by_name(root, "LeftColorPickerButton")
right_color_picker = find_node_by_name(root, "RightColorPickerButton")
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")
left_brush_type_container = find_node_by_name(left_tool_options_container, "LeftBrushType")
right_brush_type_container = find_node_by_name(right_tool_options_container, "RightBrushType")
left_brush_type_button = find_node_by_name(left_brush_type_container, "LeftBrushTypeButton")
right_brush_type_button = find_node_by_name(right_brush_type_container, "RightBrushTypeButton")
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")
left_brush_size_edit = find_node_by_name(root, "LeftBrushSizeEdit")
left_brush_size_slider = find_node_by_name(root, "LeftBrushSizeSlider")
right_brush_size_edit = find_node_by_name(root, "RightBrushSizeEdit")
right_brush_size_slider = find_node_by_name(root, "RightBrushSizeSlider")
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"))
left_pixel_perfect_container = find_node_by_name(root, "LeftBrushPixelPerfectMode")
right_pixel_perfect_container = find_node_by_name(root, "RightBrushPixelPerfectMode")
pixel_perfect_containers.append(find_node_by_name(root, "LeftBrushPixelPerfectMode"))
pixel_perfect_containers.append(find_node_by_name(root, "RightBrushPixelPerfectMode"))
left_color_interpolation_container = find_node_by_name(root, "LeftColorInterpolation")
right_color_interpolation_container = find_node_by_name(root, "RightColorInterpolation")
left_interpolate_spinbox = find_node_by_name(root, "LeftInterpolateFactor")
left_interpolate_slider = find_node_by_name(root, "LeftInterpolateSlider")
right_interpolate_spinbox = find_node_by_name(root, "RightInterpolateFactor")
right_interpolate_slider = find_node_by_name(root, "RightInterpolateSlider")
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"))
left_fill_area_container = find_node_by_name(root, "LeftFillArea")
left_fill_pattern_container = find_node_by_name(root, "LeftFillPattern")
right_fill_area_container = find_node_by_name(root, "RightFillArea")
right_fill_pattern_container = find_node_by_name(root, "RightFillPattern")
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"))
left_ld_container = find_node_by_name(root, "LeftLDOptions")
left_ld_amount_slider = find_node_by_name(root, "LeftLDAmountSlider")
left_ld_amount_spinbox = find_node_by_name(root, "LeftLDAmountSpinbox")
right_ld_container = find_node_by_name(root, "RightLDOptions")
right_ld_amount_slider = find_node_by_name(root, "RightLDAmountSlider")
right_ld_amount_spinbox = find_node_by_name(root, "RightLDAmountSpinbox")
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"))
left_colorpicker_container = find_node_by_name(root, "LeftColorPickerOptions")
right_colorpicker_container = find_node_by_name(root, "RightColorPickerOptions")
colorpicker_containers.append(find_node_by_name(root, "LeftColorPickerOptions"))
colorpicker_containers.append(find_node_by_name(root, "RightColorPickerOptions"))
left_zoom_container = find_node_by_name(root, "LeftZoomOptions")
right_zoom_container = find_node_by_name(root, "RightZoomOptions")
zoom_containers.append(find_node_by_name(root, "LeftZoomOptions"))
zoom_containers.append(find_node_by_name(root, "RightZoomOptions"))
left_mirror_container = find_node_by_name(root, "LeftMirrorButtons")
right_mirror_container = find_node_by_name(root, "RightMirrorButtons")
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")
@ -372,7 +337,7 @@ func _ready() -> void:
frames_container = find_node_by_name(animation_timeline, "FramesContainer")
animation_timer = find_node_by_name(animation_timeline, "AnimationTimer")
frame_ids = find_node_by_name(animation_timeline, "FrameIDs")
current_frame_label = find_node_by_name(control, "CurrentFrame")
current_frame_mark_label = find_node_by_name(control, "CurrentFrameMark")
onion_skinning_button = find_node_by_name(animation_timeline, "OnionSkinning")
loop_animation_button = find_node_by_name(animation_timeline, "LoopAnim")
play_forward = find_node_by_name(animation_timeline, "PlayForward")
@ -401,13 +366,11 @@ func _ready() -> void:
error_dialog = find_node_by_name(root, "ErrorDialog")
# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
# will new cels be linked boolean (4), Array of linked cels (5)]
layers.append([tr("Layer") + " 0", true, false, HBoxContainer.new(), false, []])
layers.append(Layer.new())
# Thanks to https://godotengine.org/qa/17524/how-to-find-an-instanced-scene-by-its-name
func find_node_by_name(root, node_name) -> Node:
func find_node_by_name(root : Node, node_name : String) -> Node:
if root.get_name() == node_name:
return root
for child in root.get_children():
@ -467,6 +430,7 @@ func undo(_canvases : Array, layer_index : int = -1) -> void:
canvas_parent.move_child(_canvases[0], _canvases[0].frame)
elif action_name == "Change Frame Order":
canvas_parent.move_child(_canvases[0], _canvases[0].frame)
canvas_parent.move_child(canvas_parent.get_node("TransparentChecker"), 0)
canvas.update()
if !project_has_changed:
@ -498,6 +462,7 @@ func redo(_canvases : Array, layer_index : int = -1) -> void:
animation_timer.stop()
elif action_name == "Change Frame Order":
canvas_parent.move_child(_canvases[0], _canvases[0].frame)
canvas_parent.move_child(canvas_parent.get_node("TransparentChecker"), 0)
canvas.update()
if !project_has_changed:
@ -523,7 +488,7 @@ func canvases_changed(value : Array) -> void:
frame_id.queue_free()
for i in range(layers.size() - 1, -1, -1):
frames_container.add_child(layers[i][3])
frames_container.add_child(layers[i].frame_container)
for j in range(canvases.size()):
var label := Label.new()
@ -536,9 +501,9 @@ func canvases_changed(value : Array) -> void:
var cel_button = load("res://src/UI/Timeline/CelButton.tscn").instance()
cel_button.frame = j
cel_button.layer = i
cel_button.get_child(0).texture = Global.canvases[j].layers[i][1]
cel_button.get_child(0).texture = Global.canvases[j].layers[i].image_texture
layers[i][3].add_child(cel_button)
layers[i].frame_container.add_child(cel_button)
# This is useful in case tagged frames get deleted DURING the animation is playing
# otherwise, this code is useless in this context, since these values are being set
@ -547,9 +512,9 @@ func canvases_changed(value : Array) -> void:
animation_timeline.last_frame = canvases.size() - 1
if play_only_tags:
for tag in animation_tags:
if current_frame + 1 >= tag[2] && current_frame + 1 <= tag[3]:
animation_timeline.first_frame = tag[2] - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag[3] - 1)
if current_frame + 1 >= tag.from && current_frame + 1 <= tag.to:
animation_timeline.first_frame = tag.from - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag.to - 1)
func clear_canvases() -> void:
@ -591,27 +556,27 @@ func layers_changed(value : Array) -> void:
for i in range(layers.size() - 1, -1, -1):
var layer_container = load("res://src/UI/Timeline/LayerButton.tscn").instance()
layer_container.i = i
if !layers[i][0]:
layers[i][0] = tr("Layer") + " %s" % i
if layers[i].name == tr("Layer") + " 0":
layers[i].name = tr("Layer") + " %s" % i
layers_container.add_child(layer_container)
layer_container.label.text = layers[i][0]
layer_container.line_edit.text = layers[i][0]
layer_container.label.text = layers[i].name
layer_container.line_edit.text = layers[i].name
frames_container.add_child(layers[i][3])
frames_container.add_child(layers[i].frame_container)
for j in range(canvases.size()):
var cel_button = load("res://src/UI/Timeline/CelButton.tscn").instance()
cel_button.frame = j
cel_button.layer = i
cel_button.get_child(0).texture = Global.canvases[j].layers[i][1]
cel_button.get_child(0).texture = Global.canvases[j].layers[i].image_texture
layers[i][3].add_child(cel_button)
layers[i].frame_container.add_child(cel_button)
var layer_button = layers_container.get_child(layers_container.get_child_count() - 1 - current_layer)
layer_button.pressed = true
self.current_frame = current_frame # Call frame_changed to update UI
if layers[current_layer][2]:
if layers[current_layer].locked:
disable_button(remove_layer_button, true)
if layers.size() == 1:
@ -619,13 +584,13 @@ func layers_changed(value : Array) -> void:
disable_button(move_up_layer_button, true)
disable_button(move_down_layer_button, true)
disable_button(merge_down_layer_button, true)
elif !layers[current_layer][2]:
elif !layers[current_layer].locked:
disable_button(remove_layer_button, false)
func frame_changed(value : int) -> void:
current_frame = value
current_frame_label.text = tr("Current frame:") + " %s/%s" % [str(current_frame + 1), canvases.size()]
current_frame_mark_label.text = "%s/%s" % [str(current_frame + 1), canvases.size()]
var i := 0
for c in canvases: # De-select all the other canvases/frames
@ -633,24 +598,24 @@ func frame_changed(value : int) -> void:
c.is_making_line = false
c.line_2d.set_point_position(1, c.line_2d.points[0])
var text_color := Color.white
if theme_type == "Caramel" || theme_type == "Light":
if theme_type == Theme_Types.CARAMEL || theme_type == Theme_Types.LIGHT:
text_color = Color.black
frame_ids.get_child(i).add_color_override("font_color", text_color)
for layer in layers:
if i < layer[3].get_child_count():
layer[3].get_child(i).pressed = false
if i < layer.frame_container.get_child_count():
layer.frame_container.get_child(i).pressed = false
i += 1
# Select the new canvas/frame
canvas = canvases[current_frame]
canvas.visible = true
frame_ids.get_child(current_frame).add_color_override("font_color", control.theme.get_color("Selected Color", "Label"))
if current_frame < layers[current_layer][3].get_child_count():
layers[current_layer][3].get_child(current_frame).pressed = true
if current_frame < layers[current_layer].frame_container.get_child_count():
layers[current_layer].frame_container.get_child(current_frame).pressed = true
if canvases.size() == 1:
disable_button(remove_frame_button, true)
elif !layers[current_layer][2]:
elif !layers[current_layer].locked:
disable_button(remove_frame_button, false)
Global.transparent_checker._ready() # To update the rect size
@ -658,8 +623,8 @@ func frame_changed(value : int) -> void:
func layer_changed(value : int) -> void:
current_layer = value
layer_opacity_slider.value = canvas.layers[current_layer][2] * 100
layer_opacity_spinbox.value = canvas.layers[current_layer][2] * 100
layer_opacity_slider.value = canvas.layers[current_layer].opacity * 100
layer_opacity_spinbox.value = canvas.layers[current_layer].opacity * 100
for container in layers_container.get_children():
container.pressed = false
@ -681,7 +646,7 @@ func layer_changed(value : int) -> void:
disable_button(merge_down_layer_button, true)
if current_layer < layers.size():
if layers[current_layer][2]:
if layers[current_layer].locked:
disable_button(remove_layer_button, true)
else:
if layers.size() > 1:
@ -711,8 +676,8 @@ func disable_button(button : BaseButton, disable : bool) -> void:
if button is Button:
var theme := theme_type
if theme == "Caramel":
theme = "Dark"
if theme == Theme_Types.CARAMEL:
theme = Theme_Types.DARK
for c in button.get_children():
if c is TextureRect:
var normal_file_name = c.texture.resource_path.get_file().trim_suffix(".png").replace("_disabled", "")
@ -739,13 +704,13 @@ func animation_tags_changed(value : Array) -> void:
tag_container.add_child(tag_c)
var tag_position := tag_container.get_child_count() - 1
tag_container.move_child(tag_c, tag_position)
tag_c.get_node("Label").text = tag[0]
tag_c.get_node("Label").modulate = tag[1]
tag_c.get_node("Line2D").default_color = tag[1]
tag_c.get_node("Label").text = tag.name
tag_c.get_node("Label").modulate = tag.color
tag_c.get_node("Line2D").default_color = tag.color
tag_c.rect_position.x = (tag[2] - 1) * 39 + tag[2]
tag_c.rect_position.x = (tag.from - 1) * 39 + tag.from
var size : int = tag[3] - tag[2]
var size : int = tag.to - tag.from
tag_c.rect_min_size.x = (size + 1) * 39
tag_c.get_node("Line2D").points[2] = Vector2(tag_c.rect_min_size.x, 0)
tag_c.get_node("Line2D").points[3] = Vector2(tag_c.rect_min_size.x, 32)
@ -757,9 +722,9 @@ func animation_tags_changed(value : Array) -> void:
animation_timeline.last_frame = canvases.size() - 1
if play_only_tags:
for tag in animation_tags:
if current_frame + 1 >= tag[2] && current_frame + 1 <= tag[3]:
animation_timeline.first_frame = tag[2] - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag[3] - 1)
if current_frame + 1 >= tag.from && current_frame + 1 <= tag.to:
animation_timeline.first_frame = tag.from - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag.to - 1)
func update_hint_tooltips() -> void:
@ -862,8 +827,8 @@ func create_brush_button(brush_img : Image, brush_type := Brush_Types.CUSTOM, hi
func remove_brush_buttons() -> void:
current_left_brush_type = Brush_Types.PIXEL
current_right_brush_type = Brush_Types.PIXEL
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()
@ -884,56 +849,32 @@ func redo_custom_brush(_brush_button : BaseButton = null) -> void:
project_brush_container.remove_child(_brush_button)
func update_left_custom_brush() -> void:
if current_left_brush_type == Brush_Types.PIXEL:
func update_custom_brush(mouse_button : int) -> void:
if current_brush_types[mouse_button] == Brush_Types.PIXEL:
var pixel := Image.new()
pixel = preload("res://assets/graphics/pixel_image.png")
left_brush_type_button.get_child(0).texture.create_from_image(pixel, 0)
elif current_left_brush_type == Brush_Types.CIRCLE:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel, 0)
elif current_brush_types[mouse_button] == Brush_Types.CIRCLE:
var pixel := Image.new()
pixel = preload("res://assets/graphics/circle_9x9.png")
left_brush_type_button.get_child(0).texture.create_from_image(pixel, 0)
left_circle_points = plot_circle(left_brush_size)
elif current_left_brush_type == Brush_Types.FILLED_CIRCLE:
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel, 0)
left_circle_points = plot_circle(brush_sizes[0])
right_circle_points = plot_circle(brush_sizes[1])
elif current_brush_types[mouse_button] == Brush_Types.FILLED_CIRCLE:
var pixel := Image.new()
pixel = preload("res://assets/graphics/circle_filled_9x9.png")
left_brush_type_button.get_child(0).texture.create_from_image(pixel, 0)
left_circle_points = plot_circle(left_brush_size)
brush_type_buttons[mouse_button].get_child(0).texture.create_from_image(pixel, 0)
left_circle_points = plot_circle(brush_sizes[0])
right_circle_points = plot_circle(brush_sizes[1])
else:
var custom_brush := Image.new()
custom_brush.copy_from(custom_brushes[custom_left_brush_index])
custom_brush.copy_from(custom_brushes[custom_brush_indexes[mouse_button]])
var custom_brush_size = custom_brush.get_size()
custom_brush.resize(custom_brush_size.x * left_brush_size, custom_brush_size.y * left_brush_size, Image.INTERPOLATE_NEAREST)
custom_left_brush_image = blend_image_with_color(custom_brush, left_color_picker.color, left_interpolate_spinbox.value / 100)
custom_left_brush_texture.create_from_image(custom_left_brush_image, 0)
custom_brush.resize(custom_brush_size.x * brush_sizes[mouse_button], custom_brush_size.y * brush_sizes[mouse_button], Image.INTERPOLATE_NEAREST)
custom_brush_images[mouse_button] = blend_image_with_color(custom_brush, color_pickers[mouse_button].color, interpolate_spinboxes[mouse_button].value / 100)
custom_brush_textures[mouse_button].create_from_image(custom_brush_images[mouse_button], 0)
left_brush_type_button.get_child(0).texture = custom_left_brush_texture
func update_right_custom_brush() -> void:
if current_right_brush_type == Brush_Types.PIXEL:
var pixel := Image.new()
pixel = preload("res://assets/graphics/pixel_image.png")
right_brush_type_button.get_child(0).texture.create_from_image(pixel, 0)
elif current_right_brush_type == Brush_Types.CIRCLE:
var pixel := Image.new()
pixel = preload("res://assets/graphics/circle_9x9.png")
right_brush_type_button.get_child(0).texture.create_from_image(pixel, 0)
right_circle_points = plot_circle(right_brush_size)
elif current_right_brush_type == Brush_Types.FILLED_CIRCLE:
var pixel := Image.new()
pixel = preload("res://assets/graphics/circle_filled_9x9.png")
right_brush_type_button.get_child(0).texture.create_from_image(pixel, 0)
right_circle_points = plot_circle(right_brush_size)
else:
var custom_brush := Image.new()
custom_brush.copy_from(custom_brushes[custom_right_brush_index])
var custom_brush_size = custom_brush.get_size()
custom_brush.resize(custom_brush_size.x * right_brush_size, custom_brush_size.y * right_brush_size, Image.INTERPOLATE_NEAREST)
custom_right_brush_image = blend_image_with_color(custom_brush, right_color_picker.color, right_interpolate_spinbox.value / 100)
custom_right_brush_texture.create_from_image(custom_right_brush_image, 0)
right_brush_type_button.get_child(0).texture = custom_right_brush_texture
brush_type_buttons[mouse_button].get_child(0).texture = custom_brush_textures[mouse_button]
func blend_image_with_color(image : Image, color : Color, interpolate_factor : float) -> Image:
@ -979,212 +920,6 @@ func plot_circle(r : int) -> Array:
return circle_points
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)
scaled.lock()
sprite.lock()
var a : Color
var b : Color
var c : Color
var d : Color
var e : Color
var f : Color
var g : Color
var h : Color
var i : Color
for x in range(1,sprite.get_width()-1):
for y in range(1,sprite.get_height()-1):
var xs : float = 3*x
var ys : float = 3*y
a = sprite.get_pixel(x-1,y-1)
b = sprite.get_pixel(x,y-1)
c = sprite.get_pixel(x+1,y-1)
d = sprite.get_pixel(x-1,y)
e = sprite.get_pixel(x,y)
f = sprite.get_pixel(x+1,y)
g = sprite.get_pixel(x-1,y+1)
h = sprite.get_pixel(x,y+1)
i = sprite.get_pixel(x+1,y+1)
var db : bool = similarColors(d, b, tol)
var dh : bool = similarColors(d, h, tol)
var bf : bool = similarColors(f, b, tol)
var ec : bool = similarColors(e, c, tol)
var ea : bool = similarColors(e, a, tol)
var fh : bool = similarColors(f, h, tol)
var eg : bool = similarColors(e, g, tol)
var ei : bool = similarColors(e, i, tol)
scaled.set_pixel(xs-1, ys-1, d if (db and !dh and !bf) else e )
scaled.set_pixel(xs, ys-1, b if (db and !dh and !bf and !ec) or
(bf and !db and !fh and !ea) else e)
scaled.set_pixel(xs+1, ys-1, f if (bf and !db and !fh) else e)
scaled.set_pixel(xs-1, ys, d if (dh and !fh and !db and !ea) or
(db and !dh and !bf and !eg) else e)
scaled.set_pixel(xs, ys, e);
scaled.set_pixel(xs+1, ys, f if (bf and !db and !fh and !ei) or
(fh and !bf and !dh and !ec) else e)
scaled.set_pixel(xs-1, ys+1, d if (dh and !fh and !db) else e)
scaled.set_pixel(xs, ys+1, h if (fh and !bf and !dh and !eg) or
(dh and !fh and !db and !ei) else e)
scaled.set_pixel(xs+1, ys+1, f if (fh and !bf and !dh) else e)
scaled.unlock()
sprite.unlock()
return scaled
func rotxel(sprite : Image, angle : float) -> void:
# If angle is simple, then nn rotation is the best
if angle == 0 || angle == PI/2 || angle == PI || angle == 2*PI:
nn_rotate(sprite, angle)
return
var aux : Image = Image.new()
aux.copy_from(sprite)
var center : Vector2 = Vector2(sprite.get_width()/2, sprite.get_height()/2)
var ox : int
var oy : int
var p : Color
aux.lock()
sprite.lock()
for x in range(sprite.get_width()):
for y in range(sprite.get_height()):
var dx = 3*(x - center.x)
var dy = 3*(y - center.y)
var found_pixel : bool = false
for k in range(9):
var i = -1 + k % 3
var j = -1 + int(k / 3)
var dir = atan2(dy + j, dx + i)
var mag = sqrt(pow(dx + i, 2) + pow(dy + j, 2))
dir -= angle
ox = round(center.x*3 + 1 + mag*cos(dir))
oy = round(center.y*3 + 1 + mag*sin(dir))
if (sprite.get_width() % 2 != 0):
ox += 1
oy += 1
if (ox >= 0 && ox < sprite.get_width()*3
&& oy >= 0 && oy < sprite.get_height()*3):
found_pixel = true
break
if !found_pixel:
sprite.set_pixel(x, y, Color(0,0,0,0))
continue
var fil : int = oy % 3
var col : int = ox % 3
var index : int = col + 3*fil
ox = round((ox - 1)/3.0);
oy = round((oy - 1)/3.0);
var a : Color
var b : Color
var c : Color
var d : Color
var e : Color
var f : Color
var g : Color
var h : Color
var i : Color
if (ox == 0 || ox == sprite.get_width() - 1 ||
oy == 0 || oy == sprite.get_height() - 1):
p = aux.get_pixel(ox, oy)
else:
a = aux.get_pixel(ox-1,oy-1);
b = aux.get_pixel(ox,oy-1);
c = aux.get_pixel(ox+1,oy-1);
d = aux.get_pixel(ox-1,oy);
e = aux.get_pixel(ox,oy);
f = aux.get_pixel(ox+1,oy);
g = aux.get_pixel(ox-1,oy+1);
h = aux.get_pixel(ox,oy+1);
i = aux.get_pixel(ox+1,oy+1);
match(index):
0:
p = d if (similarColors(d,b) && !similarColors(d,h)
&& !similarColors(b,f)) else e;
1:
p = b if ((similarColors(d,b) && !similarColors(d,h) &&
!similarColors(b,f) && !similarColors(e,c)) ||
(similarColors(b,f) && !similarColors(d,b) &&
!similarColors(f,h) && !similarColors(e,a))) else e;
2:
p = f if (similarColors(b,f) && !similarColors(d,b) &&
!similarColors(f,h)) else e;
3:
p = d if ((similarColors(d,h) && !similarColors(f,h) &&
!similarColors(d,b) && !similarColors(e,a)) ||
(similarColors(d,b) && !similarColors(d,h) &&
!similarColors(b,f) && !similarColors(e,g))) else e;
4:
p = e
5:
p = f if((similarColors(b,f) && !similarColors(d,b) &&
!similarColors(f,h) && !similarColors(e,i))
|| (similarColors(f,h) && !similarColors(b,f) &&
!similarColors(d,h) && !similarColors(e,c))) else e;
6:
p = d if (similarColors(d,h) && !similarColors(f,h) &&
!similarColors(d,b)) else e;
7:
p = h if ((similarColors(f,h) && !similarColors(f,b) &&
!similarColors(d,h) && !similarColors(e,g))
|| (similarColors(d,h) && !similarColors(f,h) &&
!similarColors(d,b) && !similarColors(e,i))) else e;
8:
p = f if (similarColors(f,h) && !similarColors(f,b) &&
!similarColors(d,h)) else e;
sprite.set_pixel(x, y, p)
sprite.unlock()
aux.unlock()
func fake_rotsprite(sprite : Image, angle : float) -> void:
sprite.copy_from(scale3X(sprite))
nn_rotate(sprite,angle)
sprite.resize(sprite.get_width()/3,sprite.get_height()/3,0)
func nn_rotate(sprite : Image, angle : float) -> void:
var aux : Image = Image.new()
aux.copy_from(sprite)
sprite.lock()
aux.lock()
var ox: int
var oy: int
var center : Vector2 = Vector2(sprite.get_width()/2, sprite.get_height()/2)
for x in range(sprite.get_width()):
for y in range(sprite.get_height()):
ox = (x - center.x)*cos(angle) + (y - center.y)*sin(angle) + center.x
oy = -(x - center.x)*sin(angle) + (y - center.y)*cos(angle) + center.y
if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height():
sprite.set_pixel(x, y, aux.get_pixel(ox, oy))
else:
sprite.set_pixel(x, y, Color(0,0,0,0))
sprite.unlock()
aux.unlock()
func similarColors(c1 : Color, c2 : Color, tol : float = 100) -> bool:
var dist = colorDistance(c1, c2)
return dist <= tol
func colorDistance(c1 : Color, c2 : Color) -> float:
return sqrt(pow((c1.r - c2.r)*255, 2) + pow((c1.g - c2.g)*255, 2)
+ pow((c1.b - c2.b)*255, 2) + pow((c1.a - c2.a)*255, 2))
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

@ -249,19 +249,19 @@ func import_patterns(priority_ordered_search_path: Array) -> void:
if Global.patterns.size() > 0:
var image_size = Global.patterns[0].get_size()
Global.pattern_left_image = Global.patterns[0]
Global.pattern_images[0] = Global.patterns[0]
var pattern_left_tex := ImageTexture.new()
pattern_left_tex.create_from_image(Global.pattern_left_image, 0)
Global.left_fill_pattern_container.get_child(0).get_child(0).texture = pattern_left_tex
Global.left_fill_pattern_container.get_child(2).get_child(1).max_value = image_size.x - 1
Global.left_fill_pattern_container.get_child(3).get_child(1).max_value = image_size.y - 1
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_right_image = Global.patterns[0]
Global.pattern_images[1] = Global.patterns[0]
var pattern_right_tex := ImageTexture.new()
pattern_right_tex.create_from_image(Global.pattern_right_image, 0)
Global.right_fill_pattern_container.get_child(0).get_child(0).texture = pattern_right_tex
Global.right_fill_pattern_container.get_child(2).get_child(1).max_value = image_size.x - 1
Global.right_fill_pattern_container.get_child(3).get_child(1).max_value = image_size.y - 1
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
func import_gpl(path : String) -> Palette:

View file

@ -3,7 +3,6 @@ extends Node
var current_save_path := ""
# Stores a filename of a backup file in user:// until user saves manually
var backup_save_path = ""
var default_autosave_interval := 5 # Minutes
onready var autosave_timer : Timer
@ -14,8 +13,7 @@ func _ready() -> void:
autosave_timer.process_mode = Timer.TIMER_PROCESS_IDLE
autosave_timer.connect("timeout", self, "_on_Autosave_timeout")
add_child(autosave_timer)
set_autosave_interval(default_autosave_interval)
toggle_autosave(true) # Gets started from preferences dialog
update_autosave()
func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
@ -62,9 +60,8 @@ func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
var layer_new_cels_linked := file.get_8()
linked_cels.append(file.get_var())
# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
# will new cels be linked boolean (4), Array of linked cels (5)]
Global.layers.append([layer_name, layer_visibility, layer_lock, HBoxContainer.new(), layer_new_cels_linked, []])
var l := Layer.new(layer_name, layer_visibility, layer_lock, HBoxContainer.new(), layer_new_cels_linked, [])
Global.layers.append(l)
global_layer_line = file.get_line()
var frame_line := file.get_line()
@ -82,21 +79,18 @@ func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
if file_major_version == 0 and file_minor_version < 7:
var layer_name_old_version = file.get_line()
if frame == 0:
# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
# will new frames be linked boolean (4), Array of linked frames (5)]
Global.layers.append([layer_name_old_version, true, false, HBoxContainer.new(), false, []])
var l := Layer.new(layer_name_old_version)
Global.layers.append(l)
var layer_transparency := 1.0
if file_major_version >= 0 and file_minor_version > 5:
layer_transparency = file.get_float()
var image := Image.new()
image.create_from_data(width, height, false, Image.FORMAT_RGBA8, buffer)
image.lock()
var tex := ImageTexture.new()
tex.create_from_image(image, 0)
canvas.layers.append([image, tex, layer_transparency])
canvas.layers.append(Cel.new(image, layer_transparency))
if file_major_version >= 0 and file_minor_version >= 7:
if frame in linked_cels[layer_i]:
Global.layers[layer_i][5].append(canvas)
Global.layers[layer_i].linked_cels.append(canvas)
layer_i += 1
layer_line = file.get_line()
@ -128,19 +122,19 @@ func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
Global.current_frame = frame - 1
Global.layers = Global.layers # Just to call Global.layers_changed
# Load tool options
Global.left_color_picker.color = file.get_var()
Global.right_color_picker.color = file.get_var()
Global.left_brush_size = file.get_8()
Global.left_brush_size_edit.value = Global.left_brush_size
Global.right_brush_size = file.get_8()
Global.right_brush_size_edit.value = Global.right_brush_size
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]
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.left_color_picker.get_picker().add_preset(color)
Global.color_pickers[0].get_picker().add_preset(color)
for color in right_palette:
Global.right_color_picker.get_picker().add_preset(color)
Global.color_pickers[1].get_picker().add_preset(color)
# Load custom brushes
Global.custom_brushes.resize(Global.brushes_from_files)
@ -164,7 +158,7 @@ func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
var tag_color : Color = file.get_var()
var tag_from := file.get_8()
var tag_to := file.get_8()
Global.animation_tags.append([tag_name, tag_color, tag_from, tag_to])
Global.animation_tags.append(AnimationTag.new(tag_name, tag_color, tag_from, tag_to))
Global.animation_tags = Global.animation_tags # To execute animation_tags_changed()
tag_line = file.get_line()
@ -187,12 +181,12 @@ func save_pxo_file(path : String, autosave : bool) -> void:
# Store Global layers
for layer in Global.layers:
file.store_line(".")
file.store_line(layer[0]) # Layer name
file.store_8(layer[1]) # Layer visibility
file.store_8(layer[2]) # Layer lock
file.store_8(layer[4]) # Future cels linked
file.store_line(layer.name)
file.store_8(layer.visible)
file.store_8(layer.locked)
file.store_8(layer.new_cels_linked)
var linked_cels := []
for canvas in layer[5]:
for canvas in layer.linked_cels:
linked_cels.append(canvas.frame)
file.store_var(linked_cels) # Linked cels as cel numbers
@ -205,8 +199,8 @@ func save_pxo_file(path : String, autosave : bool) -> void:
file.store_16(canvas.size.y)
for layer in canvas.layers: # Store canvas layers
file.store_line("-")
file.store_buffer(layer[0].get_data())
file.store_float(layer[2]) # Layer transparency
file.store_buffer(layer.image.get_data())
file.store_float(layer.opacity)
file.store_line("END_LAYERS")
# Store guides
@ -224,10 +218,10 @@ func save_pxo_file(path : String, autosave : bool) -> void:
file.store_line("END_FRAMES")
# Save tool options
var left_color : Color = Global.left_color_picker.color
var right_color : Color = Global.right_color_picker.color
var left_brush_size : int = Global.left_brush_size
var right_brush_size : int = Global.right_brush_size
var left_color : Color = Global.color_pickers[0].color
var right_color : Color = Global.color_pickers[1].color
var left_brush_size : int = Global.brush_sizes[0]
var right_brush_size : int = Global.brush_sizes[1]
file.store_var(left_color)
file.store_var(right_color)
file.store_8(left_brush_size)
@ -245,10 +239,10 @@ func save_pxo_file(path : String, autosave : bool) -> void:
# Store animation tags
for tag in Global.animation_tags:
file.store_line(".T/")
file.store_line(tag[0]) # Tag name
file.store_var(tag[1]) # Tag color
file.store_8(tag[2]) # Tag "from", the first frame
file.store_8(tag[3]) # Tag "to", the last frame
file.store_line(tag.name)
file.store_var(tag.color)
file.store_8(tag.from)
file.store_8(tag.to)
file.store_line("END_FRAME_TAGS")
file.close()
@ -271,16 +265,11 @@ func save_pxo_file(path : String, autosave : bool) -> void:
Global.notification_label("File failed to save")
func toggle_autosave(enable : bool) -> void:
if enable:
func update_autosave() -> void:
autosave_timer.stop()
autosave_timer.wait_time = Global.autosave_interval * 60 # Interval parameter is in minutes, wait_time is seconds
if Global.enable_autosave:
autosave_timer.start()
else:
autosave_timer.stop()
func set_autosave_interval(interval : float) -> void:
autosave_timer.wait_time = interval * 60 # Interval parameter is in minutes, wait_time is seconds
autosave_timer.start()
func _on_Autosave_timeout() -> void: