mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-08-11 17:34:44 -04:00
Move Canvas related files to a "Canvas" folder under "UI"
This commit is contained in:
parent
fd97191d56
commit
92332cc52e
14 changed files with 71 additions and 22 deletions
228
src/UI/Canvas/CameraMovement.gd
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228
src/UI/Canvas/CameraMovement.gd
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extends Camera2D
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var tween : Tween
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var zoom_min := Vector2(0.005, 0.005)
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var zoom_max := Vector2.ONE
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var viewport_container : ViewportContainer
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var transparent_checker : ColorRect
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var mouse_pos := Vector2.ZERO
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var drag := false
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func _ready() -> void:
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viewport_container = get_parent().get_parent()
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transparent_checker = get_parent().get_node("TransparentChecker")
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tween = Tween.new()
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add_child(tween)
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tween.connect("tween_step", self, "_on_tween_step")
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update_transparent_checker_offset()
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func update_transparent_checker_offset() -> void:
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var o = get_global_transform_with_canvas().get_origin()
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var s = get_global_transform_with_canvas().get_scale()
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o.y = get_viewport_rect().size.y - o.y
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transparent_checker.update_offset(o, s)
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# Get the speed multiplier for when you've pressed
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# a movement key for the given amount of time
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func dir_move_zoom_multiplier(press_time : float) -> float:
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if press_time < 0:
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return 0.0
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if Input.is_key_pressed(KEY_SHIFT) and Input.is_key_pressed(KEY_CONTROL) :
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return Global.high_speed_move_rate
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elif Input.is_key_pressed(KEY_SHIFT):
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return Global.medium_speed_move_rate
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elif !Input.is_key_pressed(KEY_CONTROL):
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# control + right/left is used to move frames so
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# we do this check to ensure that there is no conflict
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return Global.low_speed_move_rate
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else:
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return 0.0
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func reset_dir_move_time(direction) -> void:
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Global.key_move_press_time[direction] = 0.0
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const key_move_action_names := ["ui_up", "ui_down", "ui_left", "ui_right"]
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# Check if an event is a ui_up/down/left/right event-press :)
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func is_action_direction_pressed(event : InputEvent, allow_echo: bool = true) -> bool:
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for action in key_move_action_names:
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if event.is_action_pressed(action, allow_echo):
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return true
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return false
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# Check if an event is a ui_up/down/left/right event release nya
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func is_action_direction_released(event: InputEvent) -> bool:
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for action in key_move_action_names:
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if event.is_action_released(action):
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return true
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return false
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# get the Direction associated with the event.
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# if not a direction event return null
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func get_action_direction(event: InputEvent): # -> Optional[Direction]
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if event.is_action("ui_up"):
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return Global.Direction.UP
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elif event.is_action("ui_down"):
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return Global.Direction.DOWN
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elif event.is_action("ui_left"):
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return Global.Direction.LEFT
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elif event.is_action("ui_right"):
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return Global.Direction.RIGHT
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return null
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# Holds sign multipliers for the given directions nyaa
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# (per the indices in Global.gd defined by Direction)
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# UP, DOWN, LEFT, RIGHT in that order
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const directional_sign_multipliers := [
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Vector2(0.0, -1.0),
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Vector2(0.0, 1.0),
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Vector2(-1.0, 0.0),
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Vector2(1.0, 0.0)
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]
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# Process an action event for a pressed direction
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# action
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func process_direction_action_pressed(event: InputEvent) -> void:
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var dir = get_action_direction(event)
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if dir == null:
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return
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var increment := get_process_delta_time()
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# Count the total time we've been doing this ^.^
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Global.key_move_press_time[dir] += increment
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var this_direction_press_time : float = Global.key_move_press_time[dir]
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var move_speed := dir_move_zoom_multiplier(this_direction_press_time)
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offset = offset + move_speed * increment * directional_sign_multipliers[dir] * zoom
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update_transparent_checker_offset()
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# Process an action for a release direction action
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func process_direction_action_released(event: InputEvent) -> void:
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var dir = get_action_direction(event)
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if dir == null:
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return
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reset_dir_move_time(dir)
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func _input(event : InputEvent) -> void:
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mouse_pos = viewport_container.get_local_mouse_position()
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var viewport_size := viewport_container.rect_size
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if event.is_action_pressed("middle_mouse") || event.is_action_pressed("space"):
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drag = true
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elif event.is_action_released("middle_mouse") || event.is_action_released("space"):
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drag = false
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if Global.can_draw && Rect2(Vector2.ZERO, viewport_size).has_point(mouse_pos):
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if event.is_action_pressed("zoom_in"): # Wheel Up Event
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zoom_camera(-1)
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elif event.is_action_pressed("zoom_out"): # Wheel Down Event
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zoom_camera(1)
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elif event is InputEventMouseMotion && drag:
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offset = offset - event.relative * zoom
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update_transparent_checker_offset()
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elif is_action_direction_pressed(event):
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process_direction_action_pressed(event)
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elif is_action_direction_released(event):
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process_direction_action_released(event)
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Global.horizontal_ruler.update()
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Global.vertical_ruler.update()
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save_values_to_project()
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# Zoom Camera
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func zoom_camera(dir : int) -> void:
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var viewport_size := viewport_container.rect_size
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if Global.smooth_zoom:
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var zoom_margin = zoom * dir / 5
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var new_zoom = zoom + zoom_margin
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if new_zoom > zoom_min && new_zoom < zoom_max:
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var new_offset = offset + (-0.5 * viewport_size + mouse_pos) * (zoom - new_zoom)
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tween.interpolate_property(self, "zoom", zoom, new_zoom, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN)
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tween.interpolate_property(self, "offset", offset, new_offset, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN)
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tween.start()
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if name == "Camera2D":
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Global.zoom_level_label.text = str(round(100 / new_zoom.x)) + " %"
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elif name == "CameraPreview":
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Global.preview_zoom_slider.value = -new_zoom.x
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else:
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var prev_zoom := zoom
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var zoom_margin = zoom * dir / 10
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if zoom + zoom_margin > zoom_min:
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zoom += zoom_margin
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if zoom > zoom_max:
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zoom = zoom_max
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offset = offset + (-0.5 * viewport_size + mouse_pos) * (prev_zoom - zoom)
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update_transparent_checker_offset()
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if name == "Camera2D":
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Global.zoom_level_label.text = str(round(100 / Global.camera.zoom.x)) + " %"
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elif name == "CameraPreview":
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Global.preview_zoom_slider.value = -zoom.x
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func _on_tween_step(_object: Object, _key: NodePath, _elapsed: float, _value: Object) -> void:
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Global.horizontal_ruler.update()
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Global.vertical_ruler.update()
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update_transparent_checker_offset()
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func zoom_100():
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zoom = Vector2.ONE
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offset = Global.current_project.size / 2
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update_transparent_checker_offset()
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Global.zoom_level_label.text = str(round(100 / zoom.x)) + " %"
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Global.horizontal_ruler.update()
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Global.vertical_ruler.update()
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func fit_to_frame(size : Vector2) -> void:
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viewport_container = get_parent().get_parent()
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var h_ratio := viewport_container.rect_size.x / size.x
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var v_ratio := viewport_container.rect_size.y / size.y
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var ratio := min(h_ratio, v_ratio)
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if ratio == 0:
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ratio = 0.1 # Set it to a non-zero value just in case
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# If the ratio is 0, it means that the viewport container is hidden
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# in that case, use the other viewport to get the ratio
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if name == "Camera2D":
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h_ratio = Global.second_viewport.rect_size.x / size.x
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v_ratio = Global.second_viewport.rect_size.y / size.y
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ratio = min(h_ratio, v_ratio)
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elif name == "Camera2D2":
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h_ratio = Global.main_viewport.rect_size.x / size.x
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v_ratio = Global.main_viewport.rect_size.y / size.y
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ratio = min(h_ratio, v_ratio)
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zoom = Vector2(1 / ratio, 1 / ratio)
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offset = size / 2
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update_transparent_checker_offset()
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if name == "Camera2D":
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Global.zoom_level_label.text = str(round(100 / Global.camera.zoom.x)) + " %"
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Global.horizontal_ruler.update()
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Global.vertical_ruler.update()
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elif name == "CameraPreview":
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Global.preview_zoom_slider.value = -zoom.x
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func save_values_to_project() -> void:
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if name == "Camera2D":
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Global.current_project.cameras_zoom[0] = zoom
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Global.current_project.cameras_offset[0] = offset
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elif name == "Camera2D2":
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Global.current_project.cameras_zoom[1] = zoom
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Global.current_project.cameras_offset[1] = offset
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elif name == "CameraPreview":
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Global.current_project.cameras_zoom[2] = zoom
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Global.current_project.cameras_offset[2] = offset
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252
src/UI/Canvas/Canvas.gd
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252
src/UI/Canvas/Canvas.gd
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class_name Canvas
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extends Node2D
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var location := Vector2.ZERO
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var fill_color := Color(0, 0, 0, 0)
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var current_pixel := Vector2.ZERO # pretty much same as mouse_pos, but can be accessed externally
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var can_undo := true
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var cursor_image_has_changed := false
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var sprite_changed_this_frame := false # for optimization purposes
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onready var grid = $Grid
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var frame : Frame = new_empty_frame(true)
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Global.current_project.frames.append(frame)
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yield(get_tree().create_timer(0.2), "timeout")
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camera_zoom()
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func _draw() -> void:
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Global.second_viewport.get_child(0).get_node("CanvasPreview").update()
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Global.small_preview_viewport.get_child(0).get_node("CanvasPreview").update()
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var current_cels : Array = Global.current_project.frames[Global.current_project.current_frame].cels
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var size : Vector2 = Global.current_project.size
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if Global.onion_skinning:
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onion_skinning()
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# Draw current frame layers
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for i in range(Global.current_project.layers.size()):
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var modulate_color := Color(1, 1, 1, current_cels[i].opacity)
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if Global.current_project.layers[i].visible: # if it's visible
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draw_texture(current_cels[i].image_texture, location, modulate_color)
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if Global.tile_mode:
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draw_texture(current_cels[i].image_texture, Vector2(location.x, location.y + size.y), modulate_color) # Down
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draw_texture(current_cels[i].image_texture, Vector2(location.x - size.x, location.y + size.y), modulate_color) # Down Left
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draw_texture(current_cels[i].image_texture, Vector2(location.x - size.x, location.y), modulate_color) # Left
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draw_texture(current_cels[i].image_texture, location - size, modulate_color) # Up left
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draw_texture(current_cels[i].image_texture, Vector2(location.x, location.y - size.y), modulate_color) # Up
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draw_texture(current_cels[i].image_texture, Vector2(location.x + size.x, location.y - size.y), modulate_color) # Up right
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draw_texture(current_cels[i].image_texture, Vector2(location.x + size.x, location.y), modulate_color) # Right
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draw_texture(current_cels[i].image_texture, location + size, modulate_color) # Down right
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# Draw rectangle to indicate the pixel currently being hovered on
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if Global.has_focus and Global.can_draw:
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Tools.draw_indicator()
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func _input(event : InputEvent) -> void:
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# Don't process anything below if the input isn't a mouse event, or Shift/Ctrl.
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# This decreases CPU/GPU usage slightly.
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if not event is InputEventMouse:
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if not event is InputEventKey:
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return
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elif not event.scancode in [KEY_SHIFT, KEY_CONTROL]:
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return
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# elif not get_viewport_rect().has_point(event.position):
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# return
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current_pixel = get_local_mouse_position() + location
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if Global.has_focus:
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update()
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sprite_changed_this_frame = false
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var current_project : Project = Global.current_project
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if Global.has_focus:
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if !cursor_image_has_changed:
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cursor_image_has_changed = true
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if Global.show_left_tool_icon:
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Global.left_cursor.visible = true
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if Global.show_right_tool_icon:
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Global.right_cursor.visible = true
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else:
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if cursor_image_has_changed:
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cursor_image_has_changed = false
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Global.left_cursor.visible = false
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Global.right_cursor.visible = false
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Tools.handle_draw(current_pixel.floor(), event)
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if sprite_changed_this_frame:
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update_texture(current_project.current_layer)
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func camera_zoom() -> void:
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# Set camera zoom based on the sprite size
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var bigger_canvas_axis = max(Global.current_project.size.x, Global.current_project.size.y)
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var zoom_max := Vector2(bigger_canvas_axis, bigger_canvas_axis) * 0.01
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var cameras = [Global.camera, Global.camera2, Global.camera_preview]
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for camera in cameras:
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if zoom_max > Vector2.ONE:
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camera.zoom_max = zoom_max
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else:
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camera.zoom_max = Vector2.ONE
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if camera == Global.camera_preview:
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Global.preview_zoom_slider.max_value = -camera.zoom_min.x
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Global.preview_zoom_slider.min_value = -camera.zoom_max.x
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camera.fit_to_frame(Global.current_project.size)
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camera.save_values_to_project()
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Global.transparent_checker._ready() # To update the rect size
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func new_empty_frame(first_time := false, single_layer := false, size := Global.current_project.size) -> Frame:
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var frame := Frame.new()
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for l in Global.current_project.layers: # Create as many cels as there are layers
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# The sprite itself
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var sprite := Image.new()
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if first_time:
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if Global.config_cache.has_section_key("preferences", "default_image_width"):
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Global.current_project.size.x = Global.config_cache.get_value("preferences", "default_image_width")
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if Global.config_cache.has_section_key("preferences", "default_image_height"):
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Global.current_project.size.y = Global.config_cache.get_value("preferences", "default_image_height")
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if Global.config_cache.has_section_key("preferences", "default_fill_color"):
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fill_color = Global.config_cache.get_value("preferences", "default_fill_color")
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sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
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sprite.fill(fill_color)
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sprite.lock()
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frame.cels.append(Cel.new(sprite, 1))
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if single_layer:
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break
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return frame
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func handle_undo(action : String, project : Project = Global.current_project, layer_index := -2, frame_index := -2) -> void:
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if !can_undo:
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return
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if layer_index <= -2:
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layer_index = project.current_layer
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if frame_index <= -2:
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frame_index = project.current_frame
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var cels := []
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var frames := []
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var layers := []
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if frame_index == -1:
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frames = project.frames
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else:
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frames.append(project.frames[frame_index])
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if layer_index == -1:
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layers = project.layers
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else:
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layers.append(project.layers[layer_index])
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for f in frames:
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for l in layers:
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var index = project.layers.find(l)
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cels.append(f.cels[index])
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project.undos += 1
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project.undo_redo.create_action(action)
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for cel in cels:
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# If we don't unlock the image, it doesn't work properly
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cel.image.unlock()
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var data = cel.image.data
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cel.image.lock()
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project.undo_redo.add_undo_property(cel.image, "data", data)
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project.undo_redo.add_undo_method(Global, "undo", frame_index, layer_index, project)
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can_undo = false
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func handle_redo(_action : String, project : Project = Global.current_project, layer_index := -2, frame_index := -2) -> void:
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can_undo = true
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if project.undos < project.undo_redo.get_version():
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return
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if layer_index <= -2:
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layer_index = project.current_layer
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if frame_index <= -2:
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frame_index = project.current_frame
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var cels := []
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var frames := []
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var layers := []
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if frame_index == -1:
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frames = project.frames
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else:
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frames.append(project.frames[frame_index])
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if layer_index == -1:
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layers = project.layers
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else:
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layers.append(project.layers[layer_index])
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for f in frames:
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for l in layers:
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var index = project.layers.find(l)
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cels.append(f.cels[index])
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for cel in cels:
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project.undo_redo.add_do_property(cel.image, "data", cel.image.data)
|
||||
project.undo_redo.add_do_method(Global, "redo", frame_index, layer_index, project)
|
||||
project.undo_redo.commit_action()
|
||||
|
||||
|
||||
func update_texture(layer_index : int, frame_index := -1, project : Project = Global.current_project) -> void:
|
||||
if frame_index == -1:
|
||||
frame_index = project.current_frame
|
||||
var current_cel : Cel = project.frames[frame_index].cels[layer_index]
|
||||
current_cel.image_texture.create_from_image(current_cel.image, 0)
|
||||
|
||||
if project == Global.current_project:
|
||||
var frame_texture_rect : TextureRect
|
||||
frame_texture_rect = Global.find_node_by_name(project.layers[layer_index].frame_container.get_child(frame_index), "CelTexture")
|
||||
frame_texture_rect.texture = current_cel.image_texture
|
||||
|
||||
|
||||
func onion_skinning() -> void:
|
||||
# Past
|
||||
if Global.onion_skinning_past_rate > 0:
|
||||
var color : Color
|
||||
if Global.onion_skinning_blue_red:
|
||||
color = Color.blue
|
||||
else:
|
||||
color = Color.white
|
||||
for i in range(1, Global.onion_skinning_past_rate + 1):
|
||||
if Global.current_project.current_frame >= i:
|
||||
var layer_i := 0
|
||||
for layer in Global.current_project.frames[Global.current_project.current_frame - i].cels:
|
||||
if Global.current_project.layers[layer_i].visible:
|
||||
color.a = 0.6 / i
|
||||
draw_texture(layer.image_texture, location, color)
|
||||
layer_i += 1
|
||||
|
||||
# Future
|
||||
if Global.onion_skinning_future_rate > 0:
|
||||
var color : Color
|
||||
if Global.onion_skinning_blue_red:
|
||||
color = Color.red
|
||||
else:
|
||||
color = Color.white
|
||||
for i in range(1, Global.onion_skinning_future_rate + 1):
|
||||
if Global.current_project.current_frame < Global.current_project.frames.size() - i:
|
||||
var layer_i := 0
|
||||
for layer in Global.current_project.frames[Global.current_project.current_frame + i].cels:
|
||||
if Global.current_project.layers[layer_i].visible:
|
||||
color.a = 0.6 / i
|
||||
draw_texture(layer.image_texture, location, color)
|
||||
layer_i += 1
|
10
src/UI/Canvas/Canvas.tscn
Normal file
10
src/UI/Canvas/Canvas.tscn
Normal file
|
@ -0,0 +1,10 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://src/UI/Canvas/Canvas.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/UI/Canvas/Grid.gd" type="Script" id=2]
|
||||
|
||||
[node name="Canvas" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Grid" type="Node2D" parent="."]
|
||||
script = ExtResource( 2 )
|
29
src/UI/Canvas/CanvasPreview.gd
Normal file
29
src/UI/Canvas/CanvasPreview.gd
Normal file
|
@ -0,0 +1,29 @@
|
|||
extends Node2D
|
||||
|
||||
|
||||
var frame : int = 0
|
||||
onready var animation_timer : Timer = $AnimationTimer
|
||||
|
||||
func _draw() -> void:
|
||||
var current_project : Project = Global.current_project
|
||||
$AnimationTimer.wait_time = Global.animation_timer.wait_time
|
||||
|
||||
if animation_timer.is_stopped():
|
||||
frame = current_project.current_frame
|
||||
var current_cels : Array = current_project.frames[frame].cels
|
||||
|
||||
# Draw current frame layers
|
||||
for i in range(current_cels.size()):
|
||||
var modulate_color := Color(1, 1, 1, current_cels[i].opacity)
|
||||
if i < current_project.layers.size() and current_project.layers[i].visible:
|
||||
draw_texture(current_cels[i].image_texture, Vector2.ZERO, modulate_color)
|
||||
|
||||
|
||||
func _on_AnimationTimer_timeout() -> void:
|
||||
var current_project : Project = Global.current_project
|
||||
|
||||
if frame < current_project.frames.size() - 1:
|
||||
frame += 1
|
||||
else:
|
||||
frame = 0
|
||||
update()
|
39
src/UI/Canvas/CanvasPreview.tscn
Normal file
39
src/UI/Canvas/CanvasPreview.tscn
Normal file
|
@ -0,0 +1,39 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="GDScript" id=1]
|
||||
script/source = "extends Node2D
|
||||
|
||||
|
||||
var frame : int = 0
|
||||
onready var animation_timer : Timer = $AnimationTimer
|
||||
|
||||
func _draw() -> void:
|
||||
var current_project : Project = Global.current_project
|
||||
$AnimationTimer.wait_time = Global.animation_timer.wait_time
|
||||
|
||||
if animation_timer.is_stopped():
|
||||
frame = current_project.current_frame
|
||||
var current_cels : Array = current_project.frames[frame].cels
|
||||
|
||||
# Draw current frame layers
|
||||
for i in range(current_cels.size()):
|
||||
var modulate_color := Color(1, 1, 1, current_cels[i].opacity)
|
||||
if i < current_project.layers.size() and current_project.layers[i].visible:
|
||||
draw_texture(current_cels[i].image_texture, Vector2.ZERO, modulate_color)
|
||||
|
||||
|
||||
func _on_AnimationTimer_timeout() -> void:
|
||||
var current_project : Project = Global.current_project
|
||||
|
||||
if frame < current_project.frames.size() - 1:
|
||||
frame += 1
|
||||
else:
|
||||
frame = 0
|
||||
update()
|
||||
"
|
||||
|
||||
[node name="CanvasPreview" type="Node2D"]
|
||||
script = SubResource( 1 )
|
||||
|
||||
[node name="AnimationTimer" type="Timer" parent="."]
|
||||
[connection signal="timeout" from="AnimationTimer" to="." method="_on_AnimationTimer_timeout"]
|
53
src/UI/Canvas/Grid.gd
Normal file
53
src/UI/Canvas/Grid.gd
Normal file
|
@ -0,0 +1,53 @@
|
|||
extends Node2D
|
||||
|
||||
|
||||
var location := Vector2.ZERO
|
||||
var isometric_polylines := [] # An array of PoolVector2Arrays
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if Global.draw_grid:
|
||||
draw_grid(Global.grid_type)
|
||||
|
||||
|
||||
func draw_grid(grid_type : int) -> void:
|
||||
var size : Vector2 = Global.current_project.size
|
||||
if grid_type == Global.Grid_Types.CARTESIAN || grid_type == Global.Grid_Types.ALL:
|
||||
for x in range(Global.grid_width, size.x, Global.grid_width):
|
||||
draw_line(Vector2(x, location.y), Vector2(x, size.y), Global.grid_color, true)
|
||||
|
||||
for y in range(Global.grid_height, size.y, Global.grid_height):
|
||||
draw_line(Vector2(location.x, y), Vector2(size.x, y), Global.grid_color, true)
|
||||
|
||||
# Doesn't work properly yet
|
||||
# Has problems when the canvas isn't a square, and with some grid sizes
|
||||
if grid_type == Global.Grid_Types.ISOMETRIC || grid_type == Global.Grid_Types.ALL:
|
||||
var i := 0
|
||||
for x in range(Global.grid_width, size.x, Global.grid_width * 2):
|
||||
for y in range(0, size.y, Global.grid_width):
|
||||
draw_isometric_tile(i, Vector2(x, y))
|
||||
i += 1
|
||||
|
||||
|
||||
func draw_isometric_tile(i : int, origin := Vector2.RIGHT) -> void:
|
||||
# A random value I found by trial and error, I have no idea why it "works"
|
||||
var diff = 1.11754
|
||||
var approx_30_degrees = deg2rad(26.565)
|
||||
|
||||
var pool := PoolVector2Array()
|
||||
if i < isometric_polylines.size():
|
||||
pool = isometric_polylines[i]
|
||||
else:
|
||||
var a = origin
|
||||
var b = a + Vector2(cos(approx_30_degrees), sin(approx_30_degrees)) * Global.grid_width * diff
|
||||
var c = a + Vector2.DOWN * Global.grid_width
|
||||
var d = c - Vector2(cos(approx_30_degrees), sin(approx_30_degrees)) * Global.grid_width * diff
|
||||
pool.append(a)
|
||||
pool.append(b)
|
||||
pool.append(c)
|
||||
pool.append(d)
|
||||
pool.append(a)
|
||||
isometric_polylines.append(pool)
|
||||
|
||||
if pool.size() > 2:
|
||||
draw_polyline(pool, Global.grid_color)
|
78
src/UI/Canvas/Rulers/Guide.gd
Normal file
78
src/UI/Canvas/Rulers/Guide.gd
Normal file
|
@ -0,0 +1,78 @@
|
|||
class_name Guide extends Line2D
|
||||
|
||||
enum Types {HORIZONTAL, VERTICAL}
|
||||
|
||||
var font := preload("res://assets/fonts/Roboto-Regular.tres")
|
||||
var has_focus := true
|
||||
var mouse_pos := Vector2.ZERO
|
||||
var type = Types.HORIZONTAL
|
||||
var project = Global.current_project
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
width = 0.1
|
||||
default_color = Global.guide_color
|
||||
project.guides.append(self)
|
||||
|
||||
|
||||
func _input(_event : InputEvent):
|
||||
width = Global.camera.zoom.x * 2
|
||||
mouse_pos = get_local_mouse_position()
|
||||
if points.size() < 2:
|
||||
return
|
||||
var point0 := points[0]
|
||||
var point1 := points[1]
|
||||
if type == Types.HORIZONTAL:
|
||||
point0.y -= width * 3
|
||||
point1.y += width * 3
|
||||
else:
|
||||
point0.x -= width * 3
|
||||
point1.x += width * 3
|
||||
if Global.can_draw and Global.has_focus and point_in_rectangle(mouse_pos, point0, point1) and Input.is_action_just_pressed("left_mouse"):
|
||||
if !point_in_rectangle(Global.canvas.current_pixel, Global.canvas.location, Global.canvas.location + project.size):
|
||||
has_focus = true
|
||||
Global.has_focus = false
|
||||
update()
|
||||
if has_focus and visible:
|
||||
if Input.is_action_pressed("left_mouse"):
|
||||
if type == Types.HORIZONTAL:
|
||||
points[0].y = round(mouse_pos.y)
|
||||
points[1].y = round(mouse_pos.y)
|
||||
else:
|
||||
points[0].x = round(mouse_pos.x)
|
||||
points[1].x = round(mouse_pos.x)
|
||||
if Input.is_action_just_released("left_mouse"):
|
||||
Global.has_focus = true
|
||||
has_focus = false
|
||||
if !outside_canvas():
|
||||
update()
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if has_focus:
|
||||
var viewport_size: Vector2 = Global.main_viewport.rect_size
|
||||
var zoom: Vector2 = Global.camera.zoom
|
||||
if type == Types.HORIZONTAL:
|
||||
draw_set_transform(Vector2(Global.camera.offset.x - (viewport_size.x / 2) * zoom.x, points[0].y + font.get_height() * zoom.x * 2), rotation, zoom * 2)
|
||||
draw_string(font, Vector2.ZERO, "%spx" % str(round(mouse_pos.y)))
|
||||
else:
|
||||
draw_set_transform(Vector2(points[0].x + font.get_height() * zoom.y, Global.camera.offset.y - (viewport_size.y / 2.25) * zoom.y), rotation, zoom * 2)
|
||||
draw_string(font, Vector2.ZERO, "%spx" % str(round(mouse_pos.x)))
|
||||
|
||||
|
||||
func outside_canvas() -> bool:
|
||||
if type == Types.HORIZONTAL:
|
||||
if points[0].y < 0 || points[0].y > project.size.y:
|
||||
project.guides.erase(self)
|
||||
queue_free()
|
||||
return true
|
||||
else:
|
||||
if points[0].x < 0 || points[0].x > project.size.x:
|
||||
project.guides.erase(self)
|
||||
queue_free()
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
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
|
79
src/UI/Canvas/Rulers/HorizontalRuler.gd
Normal file
79
src/UI/Canvas/Rulers/HorizontalRuler.gd
Normal file
|
@ -0,0 +1,79 @@
|
|||
extends Button
|
||||
|
||||
const RULER_WIDTH := 16
|
||||
|
||||
var font := preload("res://assets/fonts/Roboto-Small.tres")
|
||||
var major_subdivision := 2
|
||||
var minor_subdivision := 4
|
||||
|
||||
var first : Vector2
|
||||
var last : Vector2
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Global.main_viewport.connect("item_rect_changed", self, "update")
|
||||
|
||||
|
||||
# Code taken and modified from Godot's source code
|
||||
func _draw() -> void:
|
||||
var transform := Transform2D()
|
||||
var ruler_transform := Transform2D()
|
||||
var major_subdivide := Transform2D()
|
||||
var minor_subdivide := Transform2D()
|
||||
var zoom: float = 1 / Global.camera.zoom.x
|
||||
transform.x = Vector2(zoom, zoom)
|
||||
|
||||
transform.origin = Global.main_viewport.rect_size / 2 + Global.camera.offset * -zoom
|
||||
|
||||
var basic_rule := 100.0
|
||||
var i := 0
|
||||
while(basic_rule * zoom > 100):
|
||||
basic_rule /= 5.0 if i % 2 else 2.0
|
||||
i += 1
|
||||
i = 0
|
||||
while(basic_rule * zoom < 100):
|
||||
basic_rule *= 2.0 if i % 2 else 5.0
|
||||
i += 1
|
||||
|
||||
ruler_transform = ruler_transform.scaled(Vector2(basic_rule, basic_rule))
|
||||
|
||||
major_subdivide = major_subdivide.scaled(Vector2(1.0 / major_subdivision, 1.0 / major_subdivision))
|
||||
minor_subdivide = minor_subdivide.scaled(Vector2(1.0 / minor_subdivision, 1.0 / minor_subdivision))
|
||||
|
||||
first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Vector2.ZERO)
|
||||
last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Global.main_viewport.rect_size)
|
||||
|
||||
for j in range(ceil(first.x), ceil(last.x)):
|
||||
var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(j, 0))
|
||||
if j % (major_subdivision * minor_subdivision) == 0:
|
||||
draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
|
||||
var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(j, 0)).x
|
||||
draw_string(font, Vector2(position.x + RULER_WIDTH + 2, font.get_height() - 4), str(int(val)))
|
||||
else:
|
||||
if j % minor_subdivision == 0:
|
||||
draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.33), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
|
||||
else:
|
||||
draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.66), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
|
||||
|
||||
|
||||
func _on_HorizontalRuler_pressed() -> void:
|
||||
if !Global.show_guides:
|
||||
return
|
||||
var mouse_pos := get_local_mouse_position()
|
||||
if mouse_pos.x < RULER_WIDTH: # For double guides
|
||||
Global.vertical_ruler._on_VerticalRuler_pressed()
|
||||
var guide := Guide.new()
|
||||
guide.type = guide.Types.HORIZONTAL
|
||||
guide.add_point(Vector2(-19999, Global.canvas.current_pixel.y))
|
||||
guide.add_point(Vector2(19999, Global.canvas.current_pixel.y))
|
||||
Global.canvas.add_child(guide)
|
||||
Global.has_focus = false
|
||||
update()
|
||||
|
||||
|
||||
func _on_HorizontalRuler_mouse_entered() -> void:
|
||||
var mouse_pos := get_local_mouse_position()
|
||||
if mouse_pos.x < RULER_WIDTH: # For double guides
|
||||
mouse_default_cursor_shape = Control.CURSOR_FDIAGSIZE
|
||||
else:
|
||||
mouse_default_cursor_shape = Control.CURSOR_VSPLIT
|
37
src/UI/Canvas/Rulers/SymmetryGuide.gd
Normal file
37
src/UI/Canvas/Rulers/SymmetryGuide.gd
Normal file
|
@ -0,0 +1,37 @@
|
|||
class_name SymmetryGuide extends Guide
|
||||
|
||||
|
||||
var _texture = preload("res://assets/graphics/dotted_line.png")
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
._ready()
|
||||
has_focus = false
|
||||
visible = false
|
||||
texture = _texture
|
||||
texture_mode = Line2D.LINE_TEXTURE_TILE
|
||||
width = Global.camera.zoom.x * 4
|
||||
yield(get_tree().create_timer(0.01), "timeout")
|
||||
modulate = Global.guide_color
|
||||
|
||||
|
||||
func _input(_event : InputEvent) -> void:
|
||||
._input(_event)
|
||||
if type == Types.HORIZONTAL:
|
||||
project.y_symmetry_point = points[0].y * 2 - 1
|
||||
elif type == Types.VERTICAL:
|
||||
project.x_symmetry_point = points[0].x * 2 - 1
|
||||
|
||||
yield(get_tree().create_timer(0.01), "timeout")
|
||||
width = Global.camera.zoom.x * 4
|
||||
|
||||
|
||||
func outside_canvas() -> bool:
|
||||
if type == Types.HORIZONTAL:
|
||||
points[0].y = clamp(points[0].y, 0, Global.current_project.size.y)
|
||||
points[1].y = clamp(points[1].y, 0, Global.current_project.size.y)
|
||||
elif type == Types.VERTICAL:
|
||||
points[0].x = clamp(points[0].x, 0, Global.current_project.size.x)
|
||||
points[1].x = clamp(points[1].x, 0, Global.current_project.size.x)
|
||||
|
||||
return false
|
71
src/UI/Canvas/Rulers/VerticalRuler.gd
Normal file
71
src/UI/Canvas/Rulers/VerticalRuler.gd
Normal file
|
@ -0,0 +1,71 @@
|
|||
extends Button
|
||||
|
||||
const RULER_WIDTH := 16
|
||||
|
||||
var font := preload("res://assets/fonts/Roboto-Small.tres")
|
||||
var major_subdivision := 2
|
||||
var minor_subdivision := 4
|
||||
|
||||
var first : Vector2
|
||||
var last : Vector2
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Global.main_viewport.connect("item_rect_changed", self, "update")
|
||||
|
||||
|
||||
# Code taken and modified from Godot's source code
|
||||
func _draw() -> void:
|
||||
var transform := Transform2D()
|
||||
var ruler_transform := Transform2D()
|
||||
var major_subdivide := Transform2D()
|
||||
var minor_subdivide := Transform2D()
|
||||
var zoom: float = 1 / Global.camera.zoom.x
|
||||
transform.y = Vector2(zoom, zoom)
|
||||
|
||||
transform.origin = Global.main_viewport.rect_size / 2 + Global.camera.offset * -zoom
|
||||
|
||||
var basic_rule := 100.0
|
||||
var i := 0
|
||||
while(basic_rule * zoom > 100):
|
||||
basic_rule /= 5.0 if i % 2 else 2.0
|
||||
i += 1
|
||||
i = 0
|
||||
while(basic_rule * zoom < 100):
|
||||
basic_rule *= 2.0 if i % 2 else 5.0
|
||||
i += 1
|
||||
|
||||
ruler_transform = ruler_transform.scaled(Vector2(basic_rule, basic_rule))
|
||||
|
||||
major_subdivide = major_subdivide.scaled(Vector2(1.0 / major_subdivision, 1.0 / major_subdivision))
|
||||
minor_subdivide = minor_subdivide.scaled(Vector2(1.0 / minor_subdivision, 1.0 / minor_subdivision))
|
||||
|
||||
first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Vector2.ZERO)
|
||||
last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(Global.main_viewport.rect_size)
|
||||
|
||||
for j in range(ceil(first.y), ceil(last.y)):
|
||||
var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, j))
|
||||
if j % (major_subdivision * minor_subdivision) == 0:
|
||||
draw_line(Vector2(0, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
|
||||
var text_xform = Transform2D(-PI / 2, Vector2(font.get_height() - 4, position.y - 2))
|
||||
draw_set_transform_matrix(get_transform() * text_xform)
|
||||
var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(0, j)).y
|
||||
draw_string(font, Vector2(), str(int(val)))
|
||||
draw_set_transform_matrix(get_transform())
|
||||
else:
|
||||
if j % minor_subdivision == 0:
|
||||
draw_line(Vector2(RULER_WIDTH * 0.33, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
|
||||
else:
|
||||
draw_line(Vector2(RULER_WIDTH * 0.66, position.y), Vector2(RULER_WIDTH, position.y), Color.white)
|
||||
|
||||
|
||||
func _on_VerticalRuler_pressed() -> void:
|
||||
if !Global.show_guides:
|
||||
return
|
||||
var guide := Guide.new()
|
||||
guide.type = guide.Types.VERTICAL
|
||||
guide.add_point(Vector2(Global.canvas.current_pixel.x, -19999))
|
||||
guide.add_point(Vector2(Global.canvas.current_pixel.x, 19999))
|
||||
Global.canvas.add_child(guide)
|
||||
Global.has_focus = false
|
||||
update()
|
Loading…
Add table
Add a link
Reference in a new issue