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.
This commit is contained in:
OverloadedOrama 2020-06-01 18:50:31 +03:00
parent f246ed1a7a
commit df0032c515
15 changed files with 108 additions and 110 deletions

View file

@ -87,8 +87,8 @@ func _on_CreateNewImage_confirmed() -> void:
Global.layers = Global.layers # To trigger Global.layers_changed()
Global.project_has_changed = false
if fill_color.a > 0:
Global.canvas.layers[0][0].fill(fill_color)
Global.canvas.layers[0][0].lock()
Global.canvas.layers[0].image.fill(fill_color)
Global.canvas.layers[0].image.lock()
Global.canvas.update_texture(0)

View file

@ -367,13 +367,13 @@ func blend_layers(image: Image, canvas: Canvas, origin: Vector2 = Vector2(0, 0))
for layer in canvas.layers:
if Global.layers[layer_i].visible:
var layer_image := Image.new()
layer_image.copy_from(layer[0])
layer_image.copy_from(layer.image)
layer_image.lock()
if layer[2] < 1: # If we have layer transparency
if layer.opacity < 1: # If we have layer transparency
for xx in layer_image.get_size().x:
for yy in layer_image.get_size().y:
var pixel_color := layer_image.get_pixel(xx, yy)
var alpha : float = pixel_color.a * layer[2]
var alpha : float = pixel_color.a * layer.opacity
layer_image.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
DrawingAlgos.blend_rect(image, layer_image, Rect2(canvas.position, canvas.size), origin)
layer_i += 1

View file

@ -23,7 +23,7 @@ func _ready() -> void:
func _on_HSVDialog_about_to_show() -> void:
current_layer = Global.canvas.layers[Global.current_layer][0]
current_layer = Global.canvas.layers[Global.current_layer].image
preview_image.copy_from(current_layer)
update_preview()

View file

@ -64,22 +64,14 @@ func _on_ImportSprites_files_selected(paths : PoolStringArray) -> void:
canvas.size = image.get_size()
image.convert(Image.FORMAT_RGBA8)
image.lock()
var tex := ImageTexture.new()
tex.create_from_image(image, 0)
# Store [Image, ImageTexture, Opacity]
canvas.layers.append([image, tex, 1])
canvas.layers.append(Cel.new(image, 1))
for _i in range(1, Global.layers.size()):
var empty_sprite := Image.new()
empty_sprite.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
empty_sprite.fill(Color(0, 0, 0, 0))
empty_sprite.lock()
var empty_tex := ImageTexture.new()
empty_tex.create_from_image(empty_sprite, 0)
# Store [Image, ImageTexture, Opacity]
canvas.layers.append([empty_sprite, empty_tex, 1])
canvas.layers.append(Cel.new(empty_sprite, 1))
canvas.frame = i
Global.canvases.append(canvas)
@ -119,21 +111,14 @@ func _on_ImportSprites_files_selected(paths : PoolStringArray) -> void:
canvas.size = cropped_image.get_size()
cropped_image.convert(Image.FORMAT_RGBA8)
cropped_image.lock()
var tex := ImageTexture.new()
tex.create_from_image(cropped_image, 0)
# Store [Image, ImageTexture, Opacity]
canvas.layers.append([cropped_image, tex, 1])
canvas.layers.append(Cel.new(cropped_image, 1))
for _i in range(1, Global.layers.size()):
var empty_sprite := Image.new()
empty_sprite.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
empty_sprite.fill(Color(0, 0, 0, 0))
empty_sprite.lock()
var empty_tex := ImageTexture.new()
empty_tex.create_from_image(empty_sprite, 0)
# Store [Image, ImageTexture, Opacity]
canvas.layers.append([empty_sprite, empty_tex, 1])
canvas.layers.append(Cel.new(empty_sprite, 1))
canvas.frame = i
Global.canvases.append(canvas)

View file

@ -10,7 +10,7 @@ func _on_OutlineDialog_confirmed() -> void:
var diagonal : bool = $OptionsContainer/DiagonalCheckBox.pressed
var inside_image : bool = $OptionsContainer/InsideImageCheckBox.pressed
var image : Image = Global.canvas.layers[Global.current_layer][0]
var image : Image = Global.canvas.layers[Global.current_layer].image
if image.is_invisible():
return
var new_image := Image.new()

View file

@ -12,10 +12,10 @@ func _on_ScaleImage_confirmed() -> void:
Global.undo_redo.add_do_property(c, "size", Vector2(width, height).floor())
for i in range(c.layers.size() - 1, -1, -1):
var sprite := Image.new()
sprite.copy_from(c.layers[i][0])
sprite.copy_from(c.layers[i].image)
sprite.resize(width, height, interpolation)
Global.undo_redo.add_do_property(c.layers[i][0], "data", sprite.data)
Global.undo_redo.add_undo_property(c.layers[i][0], "data", c.layers[i][0].data)
Global.undo_redo.add_do_property(c.layers[i].image, "data", sprite.data)
Global.undo_redo.add_undo_property(c.layers[i].image, "data", c.layers[i].image.data)
Global.undo_redo.add_undo_property(c, "size", c.size)
Global.undo_redo.add_undo_method(Global, "undo", Global.canvases)