CozyPixelStudio/src/Tools/SelectionShape.gd
Manolis Papadeas 76575a1c80 UndoRedo for border moving
Nothing else in the selections system works properly in UndoRedo right now. Needs:

- UR support for creating selections
- UR support for modifying selections (merging and cutting selections together)
- UR support for removing selection
- UR support for moving content

& for all the rest of the remaining features
2021-02-25 01:38:00 +02:00

370 lines
12 KiB
GDScript

class_name SelectionShape extends Polygon2D
var line_offset := Vector2.ZERO setget _offset_changed
var tween : Tween
var local_selected_pixels := [] setget _local_selected_pixels_changed # Array of Vector2s
var local_image := Image.new()
var local_image_texture := ImageTexture.new()
var clear_selection_on_tree_exit := true
var temp_polygon : PoolVector2Array setget _temp_polygon_changed
var _selected_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))
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 !local_selected_pixels:
return
# draw_polygon(Global.current_project.get_selection_polygon(), [Color(1, 1, 1, 0.5)])
# var rect_pos := _selected_rect.position
# var rect_end := _selected_rect.end
# draw_circle(rect_pos, 1, Color.gray)
# draw_circle(Vector2((rect_end.x + rect_pos.x) / 2, rect_pos.y), 1, Color.gray)
# draw_circle(Vector2(rect_end.x, rect_pos.y), 1, Color.gray)
# draw_circle(Vector2(rect_end.x, (rect_end.y + rect_pos.y) / 2), 1, Color.gray)
# draw_circle(rect_end, 1, Color.gray)
# draw_circle(Vector2(rect_end.x, rect_end.y), 1, Color.gray)
# draw_circle(Vector2((rect_end.x + rect_pos.x) / 2, rect_end.y), 1, Color.gray)
# draw_circle(Vector2(rect_pos.x, rect_end.y), 1, Color.gray)
# draw_circle(Vector2(rect_pos.x, (rect_end.y + rect_pos.y) / 2), 1, Color.gray)
if !local_image.is_empty():
draw_texture(local_image_texture, _selected_rect.position, Color(1, 1, 1, 0.5))
# 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 _local_selected_pixels_changed(value : Array) -> void:
for pixel in local_selected_pixels:
if pixel in Global.current_project.selected_pixels:
Global.current_project.selected_pixels.erase(pixel)
local_selected_pixels = value
for pixel in local_selected_pixels:
if pixel in Global.current_project.selected_pixels:
continue
else:
Global.current_project.selected_pixels.append(pixel)
# if value:
# Global.canvas.get_node("Selection").generate_polygons()
func _temp_polygon_changed(value : PoolVector2Array) -> void:
temp_polygon = value
polygon = temp_polygon
func has_point(position : Vector2) -> bool:
return Geometry.is_point_in_polygon(position, polygon)
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()
func select_rect(merge := true) -> void:
var project : Project = Global.current_project
self.local_selected_pixels = []
var selected_pixels_copy = local_selected_pixels.duplicate()
for x in range(_selected_rect.position.x, _selected_rect.end.x):
for y in range(_selected_rect.position.y, _selected_rect.end.y):
var pos := Vector2(x, y)
# if polygon.size() > 4: # if it's not a rectangle
# if !Geometry.is_point_in_polygon(pos, polygon):
# continue
# if x < 0 or x >= project.size.x:
# continue
# if y < 0 or y >= project.size.y:
# continue
selected_pixels_copy.append(pos)
self.local_selected_pixels = selected_pixels_copy
if local_selected_pixels.size() == 0:
queue_free()
return
merge_multiple_selections(merge)
if not merge:
queue_free()
# var undo_data = _get_undo_data(false)
# Global.current_project.selected_rect = _selected_rect
# commit_undo("Rectangle Select", undo_data)
func merge_multiple_selections(merge := true) -> void:
if Global.current_project.selections.size() < 2:
return
for selection in Global.current_project.selections:
if selection == self:
continue
if merge:
var arr = Geometry.merge_polygons_2d(polygon, selection.polygon)
# print(arr.size())
if arr.size() == 1: # if the selections intersect
set_polygon(arr[0])
_selected_rect = _selected_rect.merge(selection._selected_rect)
var selected_pixels_copy = local_selected_pixels.duplicate()
for pixel in selection.local_selected_pixels:
selected_pixels_copy.append(pixel)
selection.clear_selection_on_tree_exit = false
selection.queue_free()
self.local_selected_pixels = selected_pixels_copy
else:
var arr = Geometry.clip_polygons_2d(selection.polygon, polygon)
if arr.size() == 0: # if the new selection completely overlaps the current
selection.queue_free()
else: # if the selections intersect
selection.set_polygon(arr[0])
var selected_pixels_copy = selection.local_selected_pixels.duplicate()
for pixel in local_selected_pixels:
selected_pixels_copy.erase(pixel)
selection.local_selected_pixels = selected_pixels_copy
for i in range(1, arr.size()):
var selection_shape = load("res://src/Tools/SelectionShape.tscn").instance()
Global.current_project.selections.append(selection_shape)
Global.canvas.selection.add_child(selection_shape)
selection_shape.set_polygon(arr[i])
func get_image() -> Image:
var project : Project = Global.current_project
var cel_image : Image = project.frames[project.current_frame].cels[project.current_layer].image
var image := Image.new()
image = cel_image.get_rect(_selected_rect)
# print(polygon.size())
if polygon.size() > 4:
image.lock()
var image_pixel := Vector2.ZERO
for x in range(_selected_rect.position.x, _selected_rect.end.x):
image_pixel.y = 0
for y in range(_selected_rect.position.y, _selected_rect.end.y):
var pos := Vector2(x, y)
# if not Geometry.is_point_in_polygon(pos, polygon):
if not pos in local_selected_pixels:
# print(pixel)
image.set_pixelv(image_pixel, Color(0, 0, 0, 0))
image_pixel.y += 1
image_pixel.x += 1
image.unlock()
# image.create(_selected_rect.size.x, _selected_rect.size.y, false, Image.FORMAT_RGBA8)
return image
#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 _on_SelectionShape_tree_exiting() -> void:
get_parent().move_content_end()
Global.current_project.selections.erase(self)
if clear_selection_on_tree_exit:
self.local_selected_pixels = []