mirror of
https://github.com/Relintai/GraphicsEditor.git
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92 lines
1.7 KiB
GDScript
92 lines
1.7 KiB
GDScript
extends Reference
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class_name GELayer
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var name
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var layer_width
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var layer_height
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var visible = true setget set_visible
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var locked = false
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var texture: ImageTexture
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var image: Image
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var texture_rect_ref
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func _init():
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texture = ImageTexture.new()
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func create(texture_rect_ref, width: int, height: int):
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self.texture_rect_ref = texture_rect_ref
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layer_width = width
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layer_height = height
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image = Image.new()
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image.create(width, height, false, Image.FORMAT_RGBA8)
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update_texture()
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func resize(width: int, height: int):
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var pixel_colors = []
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var prev_width = layer_width
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var prev_height = layer_height
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image.lock()
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for y in range(prev_height):
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for x in range(prev_width):
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pixel_colors.append(image.get_pixel(x, y))
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image.unlock()
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layer_width = width
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layer_height = height
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image.create(width, height, false, Image.FORMAT_RGBA8)
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image.lock()
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for x in range(prev_width):
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for y in range(prev_height):
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if x >= width or y >= height:
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continue
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image.set_pixel(x, y, pixel_colors[GEUtils.to_1D(x, y, prev_width)])
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image.unlock()
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update_texture()
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func set_pixel(x, y, color):
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image.lock()
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image.set_pixel(x, y, color)
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image.unlock()
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func get_pixel(x: int, y: int):
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if x < 0 or y < 0 or x >= image.get_width() or y >= image.get_height():
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return null
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image.lock()
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var pixel = image.get_pixel(x, y)
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image.unlock()
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return pixel
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func clear():
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image.fill(Color.transparent)
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update_texture()
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func update_texture():
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texture.create_from_image(image, 0)
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texture_rect_ref.texture = texture
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texture_rect_ref.margin_right = 0
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texture_rect_ref.margin_bottom = 0
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func set_visible(vis: bool):
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visible = vis
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texture_rect_ref.visible = visible
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func toggle_lock():
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locked = not locked
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