GraphicsEditor/addons/graphics_editor/Layer.gd
cobrapitz 93610d2f9c - fixed some null error relating to non existing pixels
- added layer highlighting (locked, selected, unselected)
- brush preview enhancements
- removed prints
- fixed color picker tool not picking and adding color
- fixed tool layer not clearing pixels if out of canvas
- added clear active canvas button
- disabled not implemented menu buttons
- workaround for png saving, when files exists
2020-11-08 19:53:33 +01:00

99 lines
2.1 KiB
GDScript

extends Reference
class_name GELayer
var name
var pixels # array of pixels (colors), idx repressents x and y
var layer_width
var visible = true setget set_visible
var locked = false
var texture: ImageTexture
var image: Image
var texture_rect_ref
func _init():
texture = ImageTexture.new()
pixels = []
func create(texture_rect_ref, width: int, height: int):
self.texture_rect_ref = texture_rect_ref
pixels = []
for i in range(height * width):
pixels.append(Color.transparent)
layer_width = width
image = Image.new()
image.create(width, height, false, Image.FORMAT_RGBA8)
update_texture()
func resize(width: int, height: int):
var pixels_and_colors = []
for i in range(pixels.size()):
pixels_and_colors.append([
GEUtils.to_2D(i, layer_width),
pixels[i]
])
layer_width = width
pixels.clear()
pixels.resize(width * height)
image.create(width, height, false, Image.FORMAT_RGBA8)
for i in range(height * width):
pixels[i] = Color.transparent
for i in range(pixels_and_colors.size()):
var pos = pixels_and_colors[i][0]
var color = pixels_and_colors[i][1]
if pos.x >= width or pos.y >= height:
continue
set_pixel(pos.x, pos.y, color)
update_texture()
func set_pixel(x, y, color):
# print("setting pixel: (", x, ", ", y, ") with ", color)
pixels[GEUtils.to_1D(x, y, layer_width)] = color
image.lock()
image.set_pixel(x, y, color)
image.unlock()
func get_pixel(x: int, y: int):
if x < 0 or y < 0 or x >= image.get_width() or y >= image.get_height():
return null
image.lock()
var pixel = image.get_pixel(x, y)
image.unlock()
return pixel
func clear():
for idx in range(pixels.size()):
if pixels[idx] != Color.transparent:
pixels[idx] = Color.transparent
var pos = GEUtils.to_2D(idx, layer_width)
set_pixel(pos.x, pos.y, Color.transparent)
update_texture()
func update_texture():
texture.create_from_image(image, 0)
texture_rect_ref.texture = texture
texture_rect_ref.margin_right = 0
texture_rect_ref.margin_bottom = 0
func set_visible(vis: bool):
visible = vis
texture_rect_ref.visible = visible
func toggle_lock():
locked = not locked