mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 15:44:42 -04:00
Added "Place inside image" option for outline generation
And this concludes outlines for v0.6
This commit is contained in:
parent
bd9c2c6dd0
commit
eb28fd3d14
4 changed files with 119 additions and 43 deletions
|
@ -4,6 +4,7 @@ func _on_OutlineDialog_confirmed() -> void:
|
|||
var outline_color : Color = $OptionsContainer/OutlineColor.color
|
||||
var thickness : int = $OptionsContainer/ThickValue.value
|
||||
var diagonal : bool = $OptionsContainer/DiagonalCheckBox.pressed
|
||||
var inside_image : bool = $OptionsContainer/InsideImageCheckBox.pressed
|
||||
|
||||
var image : Image = Global.canvas.layers[Global.canvas.current_layer_index][0]
|
||||
if image.is_invisible():
|
||||
|
@ -21,54 +22,121 @@ func _on_OutlineDialog_confirmed() -> void:
|
|||
continue
|
||||
|
||||
for i in range(1, thickness + 1):
|
||||
var new_pos : Vector2 = pos + Vector2.LEFT * i # Left
|
||||
if new_pos.x >= 0:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
if inside_image:
|
||||
var outline_pos : Vector2 = pos + Vector2.LEFT # Left
|
||||
var outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + Vector2.RIGHT * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + Vector2.RIGHT * i # Right
|
||||
if new_pos.x < Global.canvas.size.x:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
outline_pos = pos + Vector2.RIGHT # Right
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + Vector2.LEFT * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.x >= 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + Vector2.UP * i # Up
|
||||
if new_pos.y >= 0:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
outline_pos = pos + Vector2.UP # Up
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + Vector2.DOWN * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.y < Global.canvas.size.y:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + Vector2.DOWN * i # Down
|
||||
if new_pos.y < Global.canvas.size.y:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
outline_pos = pos + Vector2.DOWN # Down
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + Vector2.UP * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.y >= 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
if diagonal:
|
||||
new_pos = pos + (Vector2.LEFT + Vector2.UP) * i # Top left
|
||||
if new_pos.x >= 0 && new_pos.y >= 0:
|
||||
if diagonal:
|
||||
outline_pos = pos + (Vector2.LEFT + Vector2.UP) # Top left
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + (Vector2.RIGHT + Vector2.DOWN) * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
outline_pos = pos + (Vector2.LEFT + Vector2.DOWN) # Bottom left
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + (Vector2.RIGHT + Vector2.UP) * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
outline_pos = pos + (Vector2.RIGHT + Vector2.UP) # Top right
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + (Vector2.LEFT + Vector2.DOWN) * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
outline_pos = pos + (Vector2.RIGHT + Vector2.DOWN) # Bottom right
|
||||
outline_pixel = image.get_pixelv(outline_pos)
|
||||
if outline_pixel.a == 0:
|
||||
var new_pos : Vector2 = pos + (Vector2.LEFT + Vector2.UP) * (i - 1)
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a > 0 && new_pos.x >= 0 && new_pos.y >= 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
else:
|
||||
var new_pos : Vector2 = pos + Vector2.LEFT * i # Left
|
||||
if new_pos.x >= 0:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + (Vector2.LEFT + Vector2.DOWN) * i # Bottom left
|
||||
if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
|
||||
new_pos = pos + Vector2.RIGHT * i # Right
|
||||
if new_pos.x < Global.canvas.size.x:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + (Vector2.RIGHT + Vector2.UP) * i # Top right
|
||||
if new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
|
||||
new_pos = pos + Vector2.UP * i # Up
|
||||
if new_pos.y >= 0:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + (Vector2.RIGHT + Vector2.DOWN) * i # Bottom right
|
||||
if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
|
||||
new_pos = pos + Vector2.DOWN * i # Down
|
||||
if new_pos.y < Global.canvas.size.y:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
if diagonal:
|
||||
new_pos = pos + (Vector2.LEFT + Vector2.UP) * i # Top left
|
||||
if new_pos.x >= 0 && new_pos.y >= 0:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + (Vector2.LEFT + Vector2.DOWN) * i # Bottom left
|
||||
if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + (Vector2.RIGHT + Vector2.UP) * i # Top right
|
||||
if new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
new_pos = pos + (Vector2.RIGHT + Vector2.DOWN) * i # Bottom right
|
||||
if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
|
||||
var new_pixel = image.get_pixelv(new_pos)
|
||||
if new_pixel.a == 0:
|
||||
new_image.set_pixelv(new_pos, outline_color)
|
||||
|
||||
image.copy_from(new_image)
|
||||
Global.canvas.handle_redo("Draw")
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue