tool extends Control enum Tools { PAINT, BRUSH, BUCKET, RAINBOW, LINE, RECT, DARKEN, BRIGHTEN COLORPICKER, CUT, } var layer_buttons: Control var paint_canvas_container_node var paint_canvas: GECanvas var grids_node var colors_grid var selected_color = Color(1, 1, 1, 1) var util = preload("res://addons/graphics_editor/Util.gd") var textinfo var allow_drawing = true var _left_mouse_pressed_start_pos = Vector2() var _previous_tool var _layer_button_ref = {} var _total_added_layers = 1 var selected_brush_prefab = 0 var _last_drawn_pixel = Vector2.ZERO var _last_preview_draw_cell_pos = Vector2.ZERO var _selection_cells = [] var _selection_colors = [] var _just_cut = false var _show_cut = false var _cut_pos = Vector2.ZERO var _cut_size = Vector2.ZERO var _actions_history = [] # for undo var _redo_history = [] var _current_action func _enter_tree(): #-------------------- #Setup nodes #-------------------- paint_canvas_container_node = find_node("PaintCanvasContainer") textinfo = find_node("DebugTextDisplay") selected_color = find_node("ColorPicker").color colors_grid = find_node("Colors") paint_canvas = get_node("Panel/VBoxContainer/HBoxContainer/PaintCanvasContainer/Canvas") layer_buttons = find_node("LayerButtons") set_process(true) #-------------------- #connect nodes #-------------------- if not colors_grid.is_connected("color_change_request", self, "change_color"): colors_grid.connect("color_change_request", self, "change_color") if not is_connected("visibility_changed", self, "_on_Editor_visibility_changed"): connect("visibility_changed", self, "_on_Editor_visibility_changed") func _ready(): set_brush(Tools.PAINT) _layer_button_ref[layer_buttons.get_child(0).name] = layer_buttons.get_child(0) #ugly _connect_layer_buttons() func _input(event): if Input.is_key_pressed(KEY_Z): undo_action() elif Input.is_key_pressed(KEY_Y): print("Y") if (paint_canvas.mouse_in_region and paint_canvas.mouse_on_top): match brush_mode: Tools.BUCKET: if _current_action == null: _current_action = get_action() if event is InputEventMouseButton: if event.button_index == BUTTON_LEFT: if event.pressed: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) var brush_mode var mouse_position = Vector2() var canvas_position = Vector2() var canvas_mouse_position = Vector2() var cell_mouse_position = Vector2() var cell_color = Color() var last_mouse_position = Vector2() var last_canvas_position = Vector2() var last_canvas_mouse_position = Vector2() var last_cell_mouse_position = Vector2() var last_cell_color = Color() # warning-ignore:unused_argument func _process(delta): update_text_info() #It's a lot more easier to just keep updating the variables in here than just have a bunch of local variables #in every update function and make it very messy if paint_canvas == null: #_check_variables() set_process(false) return #Update commonly used variables var grid_size = paint_canvas.pixel_size mouse_position = paint_canvas.get_local_mouse_position() canvas_position = paint_canvas_container_node.rect_position canvas_mouse_position = Vector2(mouse_position.x - canvas_position.x, mouse_position.y - canvas_position.y) cell_mouse_position = Vector2(floor(canvas_mouse_position.x / grid_size), floor(canvas_mouse_position.y / grid_size)) cell_color = paint_canvas.get_pixel(cell_mouse_position.x, cell_mouse_position.y) if (paint_canvas.mouse_in_region and paint_canvas.mouse_on_top): brush_process() #Render the highlighting stuff update() #Canvas Shift Moving if not mouse_position == last_mouse_position: if paint_canvas.has_focus(): if Input.is_key_pressed(KEY_SHIFT): if Input.is_mouse_button_pressed(BUTTON_LEFT): var relative = mouse_position - last_mouse_position paint_canvas.rect_position += relative allow_drawing = false else: allow_drawing = true #Update last variables with the current variables last_mouse_position = mouse_position last_canvas_position = canvas_position last_canvas_mouse_position = canvas_mouse_position last_cell_mouse_position = cell_mouse_position last_cell_color = cell_color func _reset_cut_tool(): _just_cut = false _show_cut = false _selection_cells.clear() _selection_colors.clear() func _handle_cut(): if Input.is_mouse_button_pressed(BUTTON_RIGHT): paint_canvas.clear_preview_layer() _reset_cut_tool() set_brush(_previous_tool) return if Input.is_mouse_button_pressed(BUTTON_LEFT): for pixel_pos in GEUtils.get_pixels_in_line(cell_mouse_position, last_cell_mouse_position): for idx in range(_selection_cells.size()): var pixel = _selection_cells[idx] var color = _selection_colors[idx] pixel -= _cut_pos pixel += pixel_pos paint_canvas.set_pixel_v(pixel, color) else: if _last_preview_draw_cell_pos == cell_mouse_position: return paint_canvas.clear_preview_layer() for idx in range(_selection_cells.size()): var pixel = _selection_cells[idx] var color = _selection_colors[idx] pixel -= _cut_pos pixel += cell_mouse_position paint_canvas.set_preview_pixel_v(pixel, color) _last_preview_draw_cell_pos = cell_mouse_position func brush_process(): if _just_cut: _handle_cut() return if Input.is_mouse_button_pressed(BUTTON_LEFT): if _current_action == null: _current_action = get_action() match brush_mode: Tools.PAINT: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) Tools.BRUSH: do_action([cell_mouse_position, last_cell_mouse_position, selected_color, selected_brush_prefab]) Tools.LINE: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) Tools.RECT: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) Tools.DARKEN: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) Tools.BRIGHTEN: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) Tools.COLORPICKER: change_color(paint_canvas.get_pixel(cell_mouse_position.x, cell_mouse_position.y)) Tools.CUT: do_action([cell_mouse_position, last_cell_mouse_position, selected_color]) Tools.RAINBOW: do_action([cell_mouse_position, last_cell_mouse_position]) else: if _current_action and _current_action.can_commit(): commit_action() if Input.is_mouse_button_pressed(BUTTON_RIGHT): return if _current_action == null: _current_action = get_action() match brush_mode: Tools.PAINT: do_action([cell_mouse_position, last_cell_mouse_position, Color(0, 0, 0, 0)]) Tools.BRUSH: do_action([cell_mouse_position, last_cell_mouse_position, Color(0, 0, 0, 0), selected_brush_prefab]) func update_text_info(): var text = "" var cell_color_text = cell_color cell_color_text = Color(0, 0, 0, 0) text += \ str("FPS %s\t" + \ "Mouse Position %s\t" + \ "Canvas Mouse Position %s \t" + \ "Canvas Position %s\t\n" + \ "Cell Position %s \t" + \ "Cell Color %s\t") % [ str(Engine.get_frames_per_second()), str(mouse_position), str(canvas_mouse_position), str(canvas_position), str(cell_mouse_position), str(cell_color_text), ] find_node("DebugTextDisplay").display_text(text) func _on_Save_pressed(): get_node("SaveFileDialog").show() #--------------------------------------- # Actions #--------------------------------------- func do_action(data: Array): if _current_action == null: _redo_history.clear() _current_action.do_action(paint_canvas, data) func commit_action(): if not _current_action: return print("commit action") var commit_data = _current_action.commit_action(paint_canvas) var action = get_action() action.action_data = _current_action.action_data.duplicate(true) _actions_history.push_back(action) match brush_mode: Tools.CUT: if _just_cut: continue _cut_pos = _current_action.mouse_start_pos _cut_size = _current_action.mouse_end_pos - _current_action.mouse_start_pos _selection_cells = _current_action.action_data.do.cells.duplicate() _selection_colors = _current_action.action_data.do.colors.duplicate() _just_cut = true _current_action = null return action.action_data = _current_action.action_data if not "action_data" in action: print(action.get_class()) return _current_action = null func redo_action(): pass func undo_action(): var action = _actions_history.pop_back() if not action: return action.undo_action(paint_canvas) print("undo action") func get_action(): match brush_mode: Tools.PAINT: return GEPencil.new() Tools.BRUSH: return GEBrush.new() Tools.LINE: return GELine.new() Tools.RAINBOW: return GERainbow.new() Tools.BUCKET: return GEBucket.new() Tools.RECT: return GERect.new() Tools.DARKEN: return GEDarken.new() Tools.BRIGHTEN: return GEBrighten.new() Tools.CUT: return GECut.new() _: print("no tool!") return null #--------------------------------------- # Brushes #--------------------------------------- func set_brush(new_mode): if brush_mode == new_mode: return _previous_tool = brush_mode brush_mode = new_mode match _previous_tool: Tools.CUT: paint_canvas.clear_preview_layer() _just_cut = false Tools.BUCKET: _current_action = null print("Selected: ", Tools.keys()[brush_mode]) func change_color(new_color): if new_color.a == 0: return selected_color = new_color find_node("ColorPicker").color = selected_color func _on_ColorPicker_color_changed(color): selected_color = color func _on_PaintTool_pressed(): set_brush(Tools.PAINT) func _on_BucketTool_pressed(): set_brush(Tools.BUCKET) func _on_RainbowTool_pressed(): set_brush(Tools.RAINBOW) func _on_BrushTool_pressed(): var prev_mode = brush_mode set_brush(Tools.BRUSH) if prev_mode != brush_mode: return selected_brush_prefab += 1 selected_brush_prefab = selected_brush_prefab % BrushPrefabs.list.size() var value = float(selected_brush_prefab) / BrushPrefabs.list.size() find_node("BrushTool").get("custom_styles/normal").set("bg_color", Color(value, value, value, 1.0)) func _on_LineTool_pressed(): set_brush(Tools.LINE) func _on_RectTool_pressed(): set_brush(Tools.RECT) func _on_DarkenTool_pressed(): set_brush(Tools.DARKEN) func _on_BrightenTool_pressed(): set_brush(Tools.BRIGHTEN) func _on_ColorPickerTool_pressed(): set_brush(Tools.COLORPICKER) func _on_CutTool_pressed(): set_brush(Tools.CUT) func _on_Editor_visibility_changed(): pause_mode = not visible #--------------------------------------- # Layer #--------------------------------------- func toggle_layer_visibility(button, layer_name: String): print("toggling: ", layer_name) paint_canvas.toggle_layer_visibility(layer_name) func select_layer(layer_name: String): print("select layer: ", layer_name) paint_canvas.select_layer(layer_name) func add_new_layer(): var new_layer = layer_buttons.get_child(0).duplicate() layer_buttons.add_child_below_node(layer_buttons.get_child(layer_buttons.get_child_count() - 1), new_layer, true) _total_added_layers += 1 new_layer.text = "Layer " + str(_total_added_layers) var layer: GELayer = paint_canvas.add_new_layer(new_layer.name) _layer_button_ref[new_layer.name] = new_layer _connect_layer_buttons() print("added layer: ", layer.name) func remove_active_layer(): if layer_buttons.get_child_count() <= 1: return var layer_name = paint_canvas.active_layer.name paint_canvas.remove_layer(layer_name) layer_buttons.remove_child(_layer_button_ref[layer_name]) _layer_button_ref[layer_name].queue_free() _layer_button_ref.erase(layer_name) func duplicate_active_layer(): # copy the last layer button (or the initial one) var new_layer_button = layer_buttons.get_child(0).duplicate() layer_buttons.add_child_below_node( layer_buttons.get_child(layer_buttons.get_child_count() - 1), new_layer_button, true) _total_added_layers += 1 # for keeping track... new_layer_button.text = "Layer " + str(_total_added_layers) var new_layer = paint_canvas.duplicate_layer(paint_canvas.active_layer.name, new_layer_button.name) _layer_button_ref[new_layer.name] = new_layer_button new_layer_button.disconnect("pressed", self, "select_layer") new_layer_button.find_node("Visible").disconnect("pressed", self, "toggle_layer_visibility") new_layer_button.find_node("Up").disconnect("pressed", self, "move_down") new_layer_button.find_node("Down").disconnect("pressed", self, "move_up") new_layer_button.connect("pressed", self, "select_layer", [new_layer_button.name]) new_layer_button.find_node("Visible").connect("pressed", self, "toggle_layer_visibility", [new_layer_button.find_node("Visible"), new_layer_button.name]) new_layer_button.find_node("Up").connect("pressed", self, "move_down", [new_layer_button]) new_layer_button.find_node("Down").connect("pressed", self, "move_up", [new_layer_button]) print("added layer: ", new_layer.name, " (total:", layer_buttons.size(), ")") func move_up(layer_btn): var new_idx = min(layer_btn.get_index() + 1, layer_buttons.get_child_count()) print("move_down: ", layer_btn.name, " from ", layer_btn.get_index(), " to ", new_idx) layer_buttons.move_child(layer_btn, new_idx) paint_canvas.move_layer_back(layer_btn.name) func move_down(layer_btn): var new_idx = max(layer_btn.get_index() - 1, 0) print("move_up: ", layer_btn.name, " from ", layer_btn.get_index(), " to ", new_idx) layer_buttons.move_child(layer_btn, new_idx) paint_canvas.move_layer_forward(layer_btn.name) func _connect_layer_buttons(): for layer_btn in layer_buttons.get_children(): if layer_btn.is_connected("pressed", self, "select_layer"): continue layer_btn.connect("pressed", self, "select_layer", [layer_btn.name]) layer_btn.find_node("Visible").connect("pressed", self, "toggle_layer_visibility", [layer_btn.find_node("Visible"), layer_btn.name]) layer_btn.find_node("Up").connect("pressed", self, "move_down", [layer_btn]) layer_btn.find_node("Down").connect("pressed", self, "move_up", [layer_btn]) func _on_Button_pressed(): add_new_layer()