Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist

- Create multiple selection rectangles
- Merge them together if they intersect
- Move the selections (without contents as of right now)
- Gizmos are being drawn but they are not functional yet

Code is very ugly.
This commit is contained in:
Manolis Papadeas 2021-02-13 16:56:21 +02:00
parent 2a086e3ea0
commit f3fb98e068
10 changed files with 230 additions and 74 deletions

View file

@ -1,285 +0,0 @@
extends Polygon2D
var line_offset := Vector2.ZERO setget _offset_changed
var tween : Tween
var _selected_rect := Rect2(0, 0, 0, 0)
var _clipped_rect := Rect2(0, 0, 0, 0)
var _move_image := Image.new()
var _move_texture := ImageTexture.new()
var _clear_image := Image.new()
var _move_pixel := false
var _clipboard := Image.new()
var _undo_data := {}
func _ready() -> void:
tween = Tween.new()
tween.connect("tween_completed", self, "_offset_tween_completed")
add_child(tween)
tween.interpolate_property(self, "line_offset", Vector2.ZERO, Vector2(2, 2), 1)
tween.start()
_clear_image.create(1, 1, false, Image.FORMAT_RGBA8)
_clear_image.fill(Color(0, 0, 0, 0))
# set_rect(Rect2(16, 20, 4, 4))
func _offset_tween_completed(_object, _key) -> void:
self.line_offset = Vector2.ZERO
tween.interpolate_property(self, "line_offset", Vector2.ZERO, Vector2(2, 2), 1)
tween.start()
func _offset_changed(value : Vector2) -> void:
line_offset = value
update()
func _draw() -> void:
var points : PoolVector2Array = polygon
for i in range(1, points.size() + 1):
var point0 = points[i - 1]
var point1
if i >= points.size():
point1 = points[0]
else:
point1 = points[i]
var start_x = min(point0.x, point1.x)
var start_y = min(point0.y, point1.y)
var end_x = max(point0.x, point1.x)
var end_y = max(point0.y, point1.y)
var start := Vector2(start_x, start_y)
var end := Vector2(end_x, end_y)
draw_dashed_line(start, end, Color.white, Color.black, 1.0, 1.0, false)
if _move_pixel:
draw_texture(_move_texture, _clipped_rect.position, Color(1, 1, 1, 0.5))
# Taken and modified from https://github.com/juddrgledhill/godot-dashed-line
func draw_dashed_line(from : Vector2, to : Vector2, color : Color, color2 : Color, width := 1.0, dash_length := 1.0, cap_end := false, antialiased := false) -> void:
var length = (to - from).length()
var normal = (to - from).normalized()
var dash_step = normal * dash_length
var horizontal : bool = from.y == to.y
var _offset : Vector2
if horizontal:
_offset = Vector2(line_offset.x, 0)
else:
_offset = Vector2(0, line_offset.y)
if length < dash_length: # not long enough to dash
draw_line(from, to, color, width, antialiased)
return
else:
var draw_flag = true
var segment_start = from
var steps = length/dash_length
for _start_length in range(0, steps + 1):
var segment_end = segment_start + dash_step
var start = segment_start + _offset
start.x = min(start.x, to.x)
start.y = min(start.y, to.y)
var end = segment_end + _offset
end.x = min(end.x, to.x)
end.y = min(end.y, to.y)
if draw_flag:
draw_line(start, end, color, width, antialiased)
else:
draw_line(start, end, color2, width, antialiased)
if _offset.length() < 1:
draw_line(from, from + _offset, color2, width, antialiased)
else:
var from_offseted : Vector2 = from + _offset
var halfway_point : Vector2 = from_offseted
if horizontal:
halfway_point += Vector2.LEFT
else:
halfway_point += Vector2.UP
from_offseted.x = min(from_offseted.x, to.x)
from_offseted.y = min(from_offseted.y, to.y)
draw_line(halfway_point, from_offseted, color2, width, antialiased)
draw_line(from, halfway_point, color, width, antialiased)
segment_start = segment_end
draw_flag = !draw_flag
if cap_end:
draw_line(segment_start, to, color, width, antialiased)
func has_point(position : Vector2) -> bool:
return _selected_rect.has_point(position)
func get_rect() -> Rect2:
return _selected_rect
func set_rect(rect : Rect2) -> void:
_selected_rect = rect
polygon[0] = rect.position
polygon[1] = Vector2(rect.end.x, rect.position.y)
polygon[2] = rect.end
polygon[3] = Vector2(rect.position.x, rect.end.y)
visible = not rect.has_no_area()
var project : Project = Global.current_project
if rect.has_no_area():
project.selected_pixels = []
else:
project.clear_selection()
for x in range(rect.position.x, rect.end.x):
for y in range(rect.position.y, rect.end.y):
if x < 0 or x >= project.size.x:
continue
if y < 0 or y >= project.size.y:
continue
project.selected_pixels.append(Vector2(x, y))
func move_rect(move : Vector2) -> void:
_selected_rect.position += move
_clipped_rect.position += move
set_rect(_selected_rect)
func select_rect() -> void:
var undo_data = _get_undo_data(false)
Global.current_project.selected_rect = _selected_rect
commit_undo("Rectangle Select", undo_data)
func move_start(move_pixel : bool) -> void:
if not move_pixel:
return
_undo_data = _get_undo_data(true)
var project := Global.current_project
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
var rect = Rect2(Vector2.ZERO, project.size)
_clipped_rect = rect.clip(_selected_rect)
_move_image = image.get_rect(_clipped_rect)
_move_texture.create_from_image(_move_image, 0)
var size := _clipped_rect.size
rect = Rect2(Vector2.ZERO, size)
_clear_image.resize(size.x, size.y, Image.INTERPOLATE_NEAREST)
image.blit_rect(_clear_image, rect, _clipped_rect.position)
Global.canvas.update_texture(project.current_layer)
_move_pixel = true
update()
func move_end() -> void:
var undo_data = _undo_data if _move_pixel else _get_undo_data(false)
if _move_pixel:
var project := Global.current_project
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
var size := _clipped_rect.size
var rect = Rect2(Vector2.ZERO, size)
image.blit_rect_mask(_move_image, _move_image, rect, _clipped_rect.position)
_move_pixel = false
update()
Global.current_project.selected_rect = _selected_rect
commit_undo("Rectangle Select", undo_data)
_undo_data.clear()
func copy() -> void:
if _selected_rect.has_no_area():
return
var project := Global.current_project
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
_clipboard = image.get_rect(_selected_rect)
if _clipboard.is_invisible():
return
var brush = _clipboard.get_rect(_clipboard.get_used_rect())
project.brushes.append(brush)
Brushes.add_project_brush(brush)
func cut() -> void: # This is basically the same as copy + delete
if _selected_rect.has_no_area():
return
var undo_data = _get_undo_data(true)
var project := Global.current_project
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
var size := _selected_rect.size
var rect = Rect2(Vector2.ZERO, size)
_clipboard = image.get_rect(_selected_rect)
if _clipboard.is_invisible():
return
_clear_image.resize(size.x, size.y, Image.INTERPOLATE_NEAREST)
var brush = _clipboard.get_rect(_clipboard.get_used_rect())
project.brushes.append(brush)
Brushes.add_project_brush(brush)
move_end() # The selection_rectangle can be used while is moving, this prevents malfunctioning
image.blit_rect(_clear_image, rect, _selected_rect.position)
commit_undo("Draw", undo_data)
func paste() -> void:
if _clipboard.get_size() <= Vector2.ZERO:
return
var undo_data = _get_undo_data(true)
var project := Global.current_project
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
var size := _selected_rect.size
var rect = Rect2(Vector2.ZERO, size)
image.blend_rect(_clipboard, rect, _selected_rect.position)
move_end() # The selection_rectangle can be used while is moving, this prevents malfunctioning
commit_undo("Draw", undo_data)
func delete() -> void:
var undo_data = _get_undo_data(true)
var project := Global.current_project
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
var size := _selected_rect.size
var rect = Rect2(Vector2.ZERO, size)
_clear_image.resize(size.x, size.y, Image.INTERPOLATE_NEAREST)
image.blit_rect(_clear_image, rect, _selected_rect.position)
move_end() # The selection_rectangle can be used while is moving, this prevents malfunctioning
commit_undo("Draw", undo_data)
func commit_undo(action : String, undo_data : Dictionary) -> void:
var redo_data = _get_undo_data("image_data" in undo_data)
var project := Global.current_project
project.undos += 1
project.undo_redo.create_action(action)
project.undo_redo.add_do_property(project, "selected_rect", redo_data["selected_rect"])
project.undo_redo.add_undo_property(project, "selected_rect", undo_data["selected_rect"])
if "image_data" in undo_data:
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
project.undo_redo.add_do_property(image, "data", redo_data["image_data"])
project.undo_redo.add_undo_property(image, "data", undo_data["image_data"])
project.undo_redo.add_do_method(Global, "redo", project.current_frame, project.current_layer)
project.undo_redo.add_undo_method(Global, "undo", project.current_frame, project.current_layer)
project.undo_redo.commit_action()
func _get_undo_data(undo_image : bool) -> Dictionary:
var data = {}
var project := Global.current_project
data["selected_rect"] = Global.current_project.selected_rect
if undo_image:
var image : Image = project.frames[project.current_frame].cels[project.current_layer].image
image.unlock()
data["image_data"] = image.data
image.lock()
return data