mirror of
https://github.com/Relintai/GraphicsEditor.git
synced 2024-11-12 08:15:17 +01:00
523 lines
14 KiB
GDScript
523 lines
14 KiB
GDScript
tool
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extends Control
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enum Tools {
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PAINT,
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BRUSH,
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BUCKET,
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RAINBOW,
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LINE,
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RECT,
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DARKEN,
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BRIGHTEN
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COLORPICKER,
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CUT,
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}
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var layer_buttons: Control
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var paint_canvas_container_node
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var paint_canvas: GECanvas
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var grids_node
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var colors_grid
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var selected_color = Color(1, 1, 1, 1)
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var util = preload("res://addons/graphics_editor/Util.gd")
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var textinfo
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var allow_drawing = true
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var _left_mouse_pressed_start_pos = Vector2()
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var _previous_tool
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var _layer_button_ref = {}
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var _total_added_layers = 1
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var selected_brush_prefab = 0
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var _last_drawn_pixel = Vector2.ZERO
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var _last_preview_draw_cell_pos = Vector2.ZERO
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var _selection_cells = []
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var _selection_colors = []
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var _just_cut = false
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var _show_cut = false
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var _cut_pos = Vector2.ZERO
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var _cut_size = Vector2.ZERO
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var _actions_history = [] # for undo
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var _redo_history = []
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var _current_action
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func _enter_tree():
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#--------------------
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#Setup nodes
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#--------------------
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paint_canvas_container_node = find_node("PaintCanvasContainer")
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textinfo = find_node("DebugTextDisplay")
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selected_color = find_node("ColorPicker").color
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colors_grid = find_node("Colors")
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paint_canvas = get_node("Panel/VBoxContainer/HBoxContainer/PaintCanvasContainer/Canvas")
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layer_buttons = find_node("LayerButtons")
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set_process(true)
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#--------------------
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#connect nodes
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#--------------------
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if not colors_grid.is_connected("color_change_request", self, "change_color"):
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colors_grid.connect("color_change_request", self, "change_color")
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if not is_connected("visibility_changed", self, "_on_Editor_visibility_changed"):
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connect("visibility_changed", self, "_on_Editor_visibility_changed")
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func _ready():
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set_brush(Tools.PAINT)
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_layer_button_ref[layer_buttons.get_child(0).name] = layer_buttons.get_child(0) #ugly
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_connect_layer_buttons()
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func _input(event):
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if Input.is_key_pressed(KEY_Z):
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undo_action()
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elif Input.is_key_pressed(KEY_Y):
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print("Y")
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if (paint_canvas.mouse_in_region and paint_canvas.mouse_on_top):
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match brush_mode:
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Tools.BUCKET:
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if _current_action == null:
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_current_action = get_action()
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_LEFT:
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if event.pressed:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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var brush_mode
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var mouse_position = Vector2()
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var canvas_position = Vector2()
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var canvas_mouse_position = Vector2()
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var cell_mouse_position = Vector2()
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var cell_color = Color()
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var last_mouse_position = Vector2()
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var last_canvas_position = Vector2()
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var last_canvas_mouse_position = Vector2()
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var last_cell_mouse_position = Vector2()
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var last_cell_color = Color()
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# warning-ignore:unused_argument
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func _process(delta):
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update_text_info()
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#It's a lot more easier to just keep updating the variables in here than just have a bunch of local variables
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#in every update function and make it very messy
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if paint_canvas == null:
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#_check_variables()
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set_process(false)
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return
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#Update commonly used variables
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var grid_size = paint_canvas.pixel_size
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mouse_position = paint_canvas.get_local_mouse_position()
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canvas_position = paint_canvas_container_node.rect_position
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canvas_mouse_position = Vector2(mouse_position.x - canvas_position.x, mouse_position.y - canvas_position.y)
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cell_mouse_position = Vector2(floor(canvas_mouse_position.x / grid_size), floor(canvas_mouse_position.y / grid_size))
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cell_color = paint_canvas.get_pixel(cell_mouse_position.x, cell_mouse_position.y)
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if (paint_canvas.mouse_in_region and paint_canvas.mouse_on_top):
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brush_process()
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#Render the highlighting stuff
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update()
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#Canvas Shift Moving
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if not mouse_position == last_mouse_position:
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if paint_canvas.has_focus():
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if Input.is_key_pressed(KEY_SHIFT):
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
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var relative = mouse_position - last_mouse_position
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paint_canvas.rect_position += relative
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allow_drawing = false
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else:
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allow_drawing = true
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#Update last variables with the current variables
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last_mouse_position = mouse_position
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last_canvas_position = canvas_position
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last_canvas_mouse_position = canvas_mouse_position
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last_cell_mouse_position = cell_mouse_position
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last_cell_color = cell_color
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func _reset_cut_tool():
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_just_cut = false
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_show_cut = false
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_selection_cells.clear()
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_selection_colors.clear()
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func _handle_cut():
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if Input.is_mouse_button_pressed(BUTTON_RIGHT):
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paint_canvas.clear_preview_layer()
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_reset_cut_tool()
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set_brush(_previous_tool)
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return
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
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for pixel_pos in GEUtils.get_pixels_in_line(cell_mouse_position, last_cell_mouse_position):
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for idx in range(_selection_cells.size()):
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var pixel = _selection_cells[idx]
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var color = _selection_colors[idx]
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pixel -= _cut_pos
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pixel += pixel_pos
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paint_canvas.set_pixel_v(pixel, color)
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else:
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if _last_preview_draw_cell_pos == cell_mouse_position:
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return
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paint_canvas.clear_preview_layer()
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for idx in range(_selection_cells.size()):
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var pixel = _selection_cells[idx]
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var color = _selection_colors[idx]
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pixel -= _cut_pos
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pixel += cell_mouse_position
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paint_canvas.set_preview_pixel_v(pixel, color)
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_last_preview_draw_cell_pos = cell_mouse_position
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func brush_process():
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if _just_cut:
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_handle_cut()
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return
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if Input.is_mouse_button_pressed(BUTTON_LEFT):
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if _current_action == null:
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_current_action = get_action()
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match brush_mode:
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Tools.PAINT:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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Tools.BRUSH:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color, selected_brush_prefab])
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Tools.LINE:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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Tools.RECT:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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Tools.DARKEN:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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Tools.BRIGHTEN:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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Tools.COLORPICKER:
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change_color(paint_canvas.get_pixel(cell_mouse_position.x, cell_mouse_position.y))
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Tools.CUT:
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do_action([cell_mouse_position, last_cell_mouse_position, selected_color])
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Tools.RAINBOW:
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do_action([cell_mouse_position, last_cell_mouse_position])
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else:
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if _current_action and _current_action.can_commit():
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commit_action()
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if Input.is_mouse_button_pressed(BUTTON_RIGHT):
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return
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if _current_action == null:
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_current_action = get_action()
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match brush_mode:
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Tools.PAINT:
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do_action([cell_mouse_position, last_cell_mouse_position, Color(0, 0, 0, 0)])
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Tools.BRUSH:
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do_action([cell_mouse_position, last_cell_mouse_position, Color(0, 0, 0, 0), selected_brush_prefab])
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func update_text_info():
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var text = ""
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var cell_color_text = cell_color
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cell_color_text = Color(0, 0, 0, 0)
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text += \
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str("FPS %s\t" + \
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"Mouse Position %s\t" + \
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"Canvas Mouse Position %s \t" + \
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"Canvas Position %s\t\n" + \
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"Cell Position %s \t" + \
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"Cell Color %s\t") % [
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str(Engine.get_frames_per_second()),
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str(mouse_position),
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str(canvas_mouse_position),
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str(canvas_position),
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str(cell_mouse_position),
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str(cell_color_text),
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]
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find_node("DebugTextDisplay").display_text(text)
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func _on_Save_pressed():
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get_node("SaveFileDialog").show()
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#---------------------------------------
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# Actions
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#---------------------------------------
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func do_action(data: Array):
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if _current_action == null:
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_redo_history.clear()
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_current_action.do_action(paint_canvas, data)
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func commit_action():
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if not _current_action:
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return
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print("commit action")
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var commit_data = _current_action.commit_action(paint_canvas)
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var action = get_action()
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action.action_data = _current_action.action_data.duplicate(true)
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_actions_history.push_back(action)
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match brush_mode:
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Tools.CUT:
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if _just_cut:
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continue
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_cut_pos = _current_action.mouse_start_pos
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_cut_size = _current_action.mouse_end_pos - _current_action.mouse_start_pos
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_selection_cells = _current_action.action_data.do.cells.duplicate()
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_selection_colors = _current_action.action_data.do.colors.duplicate()
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_just_cut = true
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_current_action = null
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return
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action.action_data = _current_action.action_data
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if not "action_data" in action:
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print(action.get_class())
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return
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_current_action = null
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func redo_action():
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pass
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func undo_action():
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var action = _actions_history.pop_back()
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if not action:
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return
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action.undo_action(paint_canvas)
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print("undo action")
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func get_action():
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match brush_mode:
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Tools.PAINT:
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return GEPencil.new()
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Tools.BRUSH:
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return GEBrush.new()
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Tools.LINE:
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return GELine.new()
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Tools.RAINBOW:
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return GERainbow.new()
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Tools.BUCKET:
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return GEBucket.new()
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Tools.RECT:
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return GERect.new()
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Tools.DARKEN:
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return GEDarken.new()
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Tools.BRIGHTEN:
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return GEBrighten.new()
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Tools.CUT:
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return GECut.new()
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_:
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print("no tool!")
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return null
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#---------------------------------------
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# Brushes
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#---------------------------------------
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func set_brush(new_mode):
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if brush_mode == new_mode:
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return
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_previous_tool = brush_mode
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brush_mode = new_mode
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match _previous_tool:
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Tools.CUT:
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paint_canvas.clear_preview_layer()
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_just_cut = false
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Tools.BUCKET:
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_current_action = null
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print("Selected: ", Tools.keys()[brush_mode])
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func change_color(new_color):
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if new_color.a == 0:
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return
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selected_color = new_color
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find_node("ColorPicker").color = selected_color
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func _on_ColorPicker_color_changed(color):
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selected_color = color
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func _on_PaintTool_pressed():
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set_brush(Tools.PAINT)
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func _on_BucketTool_pressed():
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set_brush(Tools.BUCKET)
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func _on_RainbowTool_pressed():
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set_brush(Tools.RAINBOW)
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func _on_BrushTool_pressed():
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var prev_mode = brush_mode
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set_brush(Tools.BRUSH)
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if prev_mode != brush_mode:
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return
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selected_brush_prefab += 1
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selected_brush_prefab = selected_brush_prefab % BrushPrefabs.list.size()
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var value = float(selected_brush_prefab) / BrushPrefabs.list.size()
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find_node("BrushTool").get("custom_styles/normal").set("bg_color", Color(value, value, value, 1.0))
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func _on_LineTool_pressed():
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set_brush(Tools.LINE)
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func _on_RectTool_pressed():
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set_brush(Tools.RECT)
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func _on_DarkenTool_pressed():
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set_brush(Tools.DARKEN)
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func _on_BrightenTool_pressed():
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set_brush(Tools.BRIGHTEN)
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func _on_ColorPickerTool_pressed():
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set_brush(Tools.COLORPICKER)
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func _on_CutTool_pressed():
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set_brush(Tools.CUT)
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func _on_Editor_visibility_changed():
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pause_mode = not visible
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#---------------------------------------
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# Layer
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#---------------------------------------
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func toggle_layer_visibility(button, layer_name: String):
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print("toggling: ", layer_name)
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paint_canvas.toggle_layer_visibility(layer_name)
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func select_layer(layer_name: String):
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print("select layer: ", layer_name)
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paint_canvas.select_layer(layer_name)
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func add_new_layer():
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var new_layer = layer_buttons.get_child(0).duplicate()
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layer_buttons.add_child_below_node(layer_buttons.get_child(layer_buttons.get_child_count() - 1), new_layer, true)
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_total_added_layers += 1
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new_layer.text = "Layer " + str(_total_added_layers)
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var layer: GELayer = paint_canvas.add_new_layer(new_layer.name)
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_layer_button_ref[new_layer.name] = new_layer
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_connect_layer_buttons()
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print("added layer: ", layer.name)
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func remove_active_layer():
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if layer_buttons.get_child_count() <= 1:
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return
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var layer_name = paint_canvas.active_layer.name
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paint_canvas.remove_layer(layer_name)
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layer_buttons.remove_child(_layer_button_ref[layer_name])
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_layer_button_ref[layer_name].queue_free()
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_layer_button_ref.erase(layer_name)
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func duplicate_active_layer():
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# copy the last layer button (or the initial one)
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var new_layer_button = layer_buttons.get_child(0).duplicate()
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layer_buttons.add_child_below_node(
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layer_buttons.get_child(layer_buttons.get_child_count() - 1), new_layer_button, true)
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_total_added_layers += 1 # for keeping track...
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new_layer_button.text = "Layer " + str(_total_added_layers)
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var new_layer = paint_canvas.duplicate_layer(paint_canvas.active_layer.name, new_layer_button.name)
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_layer_button_ref[new_layer.name] = new_layer_button
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new_layer_button.disconnect("pressed", self, "select_layer")
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new_layer_button.find_node("Visible").disconnect("pressed", self, "toggle_layer_visibility")
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new_layer_button.find_node("Up").disconnect("pressed", self, "move_down")
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new_layer_button.find_node("Down").disconnect("pressed", self, "move_up")
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new_layer_button.connect("pressed", self, "select_layer", [new_layer_button.name])
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new_layer_button.find_node("Visible").connect("pressed", self, "toggle_layer_visibility",
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[new_layer_button.find_node("Visible"), new_layer_button.name])
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new_layer_button.find_node("Up").connect("pressed", self, "move_down", [new_layer_button])
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new_layer_button.find_node("Down").connect("pressed", self, "move_up", [new_layer_button])
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print("added layer: ", new_layer.name, " (total:", layer_buttons.size(), ")")
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func move_up(layer_btn):
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var new_idx = min(layer_btn.get_index() + 1, layer_buttons.get_child_count())
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print("move_down: ", layer_btn.name, " from ", layer_btn.get_index(), " to ", new_idx)
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layer_buttons.move_child(layer_btn, new_idx)
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paint_canvas.move_layer_back(layer_btn.name)
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func move_down(layer_btn):
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var new_idx = max(layer_btn.get_index() - 1, 0)
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print("move_up: ", layer_btn.name, " from ", layer_btn.get_index(), " to ", new_idx)
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layer_buttons.move_child(layer_btn, new_idx)
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paint_canvas.move_layer_forward(layer_btn.name)
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func _connect_layer_buttons():
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for layer_btn in layer_buttons.get_children():
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if layer_btn.is_connected("pressed", self, "select_layer"):
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continue
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layer_btn.connect("pressed", self, "select_layer", [layer_btn.name])
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layer_btn.find_node("Visible").connect("pressed", self, "toggle_layer_visibility",
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[layer_btn.find_node("Visible"), layer_btn.name])
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layer_btn.find_node("Up").connect("pressed", self, "move_down", [layer_btn])
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layer_btn.find_node("Down").connect("pressed", self, "move_up", [layer_btn])
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func _on_Button_pressed():
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add_new_layer()
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