CozyPixelStudio/src/UI/Canvas/Canvas.gd
OverloadedOrama 14d958e55f Moved tile mode drawing logic from Canvas to a new script
I mostly did it so I could move tile mode logic into a new node, so I could have control over the drawing order. TileMode.gd also always draws 8 blank rectangles, which are being drawn on top of the grid, in order to hide it if it gets out of boundaries. We are now very close to implementing an isometric grid, #305.

This shouldn't have much of a performance impact, but some more testing is most likely needed.
2020-08-18 17:03:49 +03:00

242 lines
7.6 KiB
GDScript

class_name Canvas
extends Node2D
var location := Vector2.ZERO
var fill_color := Color(0, 0, 0, 0)
var current_pixel := Vector2.ZERO # pretty much same as mouse_pos, but can be accessed externally
var can_undo := true
var cursor_image_has_changed := false
var sprite_changed_this_frame := false # for optimization purposes
onready var grid = $Grid
onready var tile_mode = $TileMode
onready var indicators = $Indicators
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var frame : Frame = new_empty_frame(true)
Global.current_project.frames.append(frame)
yield(get_tree().create_timer(0.2), "timeout")
camera_zoom()
func _draw() -> void:
Global.second_viewport.get_child(0).get_node("CanvasPreview").update()
Global.small_preview_viewport.get_child(0).get_node("CanvasPreview").update()
var current_cels : Array = Global.current_project.frames[Global.current_project.current_frame].cels
if Global.onion_skinning:
onion_skinning()
# Draw current frame layers
for i in range(Global.current_project.layers.size()):
var modulate_color := Color(1, 1, 1, current_cels[i].opacity)
if Global.current_project.layers[i].visible: # if it's visible
draw_texture(current_cels[i].image_texture, location, modulate_color)
tile_mode.update()
func _input(event : InputEvent) -> void:
# Don't process anything below if the input isn't a mouse event, or Shift/Ctrl.
# This decreases CPU/GPU usage slightly.
if not event is InputEventMouse:
if not event is InputEventKey:
return
elif not event.scancode in [KEY_SHIFT, KEY_CONTROL]:
return
# elif not get_viewport_rect().has_point(event.position):
# return
current_pixel = get_local_mouse_position() + location
if Global.has_focus:
update()
sprite_changed_this_frame = false
var current_project : Project = Global.current_project
if Global.has_focus:
if !cursor_image_has_changed:
cursor_image_has_changed = true
if Global.show_left_tool_icon:
Global.left_cursor.visible = true
if Global.show_right_tool_icon:
Global.right_cursor.visible = true
else:
if cursor_image_has_changed:
cursor_image_has_changed = false
Global.left_cursor.visible = false
Global.right_cursor.visible = false
Tools.handle_draw(current_pixel.floor(), event)
if sprite_changed_this_frame:
update_texture(current_project.current_layer)
func camera_zoom() -> void:
# Set camera zoom based on the sprite size
var bigger_canvas_axis = max(Global.current_project.size.x, Global.current_project.size.y)
var zoom_max := Vector2(bigger_canvas_axis, bigger_canvas_axis) * 0.01
var cameras = [Global.camera, Global.camera2, Global.camera_preview]
for camera in cameras:
if zoom_max > Vector2.ONE:
camera.zoom_max = zoom_max
else:
camera.zoom_max = Vector2.ONE
if camera == Global.camera_preview:
Global.preview_zoom_slider.max_value = -camera.zoom_min.x
Global.preview_zoom_slider.min_value = -camera.zoom_max.x
camera.fit_to_frame(Global.current_project.size)
camera.save_values_to_project()
Global.transparent_checker._ready() # To update the rect size
func new_empty_frame(first_time := false, single_layer := false, size := Global.current_project.size) -> Frame:
var frame := Frame.new()
for l in Global.current_project.layers: # Create as many cels as there are layers
# The sprite itself
var sprite := Image.new()
if first_time:
if Global.config_cache.has_section_key("preferences", "default_image_width"):
Global.current_project.size.x = Global.config_cache.get_value("preferences", "default_image_width")
if Global.config_cache.has_section_key("preferences", "default_image_height"):
Global.current_project.size.y = Global.config_cache.get_value("preferences", "default_image_height")
if Global.config_cache.has_section_key("preferences", "default_fill_color"):
fill_color = Global.config_cache.get_value("preferences", "default_fill_color")
sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
sprite.fill(fill_color)
sprite.lock()
frame.cels.append(Cel.new(sprite, 1))
if single_layer:
break
return frame
func handle_undo(action : String, project : Project = Global.current_project, layer_index := -2, frame_index := -2) -> void:
if !can_undo:
return
if layer_index <= -2:
layer_index = project.current_layer
if frame_index <= -2:
frame_index = project.current_frame
var cels := []
var frames := []
var layers := []
if frame_index == -1:
frames = project.frames
else:
frames.append(project.frames[frame_index])
if layer_index == -1:
layers = project.layers
else:
layers.append(project.layers[layer_index])
for f in frames:
for l in layers:
var index = project.layers.find(l)
cels.append(f.cels[index])
project.undos += 1
project.undo_redo.create_action(action)
for cel in cels:
# If we don't unlock the image, it doesn't work properly
cel.image.unlock()
var data = cel.image.data
cel.image.lock()
project.undo_redo.add_undo_property(cel.image, "data", data)
project.undo_redo.add_undo_method(Global, "undo", frame_index, layer_index, project)
can_undo = false
func handle_redo(_action : String, project : Project = Global.current_project, layer_index := -2, frame_index := -2) -> void:
can_undo = true
if project.undos < project.undo_redo.get_version():
return
if layer_index <= -2:
layer_index = project.current_layer
if frame_index <= -2:
frame_index = project.current_frame
var cels := []
var frames := []
var layers := []
if frame_index == -1:
frames = project.frames
else:
frames.append(project.frames[frame_index])
if layer_index == -1:
layers = project.layers
else:
layers.append(project.layers[layer_index])
for f in frames:
for l in layers:
var index = project.layers.find(l)
cels.append(f.cels[index])
for cel in cels:
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