mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
490 lines
13 KiB
GDScript3
490 lines
13 KiB
GDScript3
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tool
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extends Control
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var image = Image.new()
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var last_pixel = []
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onready var canvas_image_node = get_node("CanvasImage")
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export var grid_size = 16
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export var canvas_size = Vector2(48, 28)
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export var region_size = 10
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export var can_draw = true
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var mouse_in_region
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var mouse_on_top
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#terms
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#global cell - a cell that has a global grid position on the canvas
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#local cell - a cell that has a local grid position in a chunk region on the canvas
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#chunk region - a set of cells contained in an even number
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#TODO: Maybe each chunk region can hold an image resource so that way the engine wouldn't lag at all when updating the canvas
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var layers = {}
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var active_layer
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var preview_layer = "preview"
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var preview_enabled = false
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func _enter_tree():
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#----------------------
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# init Layer
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#----------------------
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layers[preview_layer] = {
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"layer": null,
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"data": [],
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"chunks": null,
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}
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canvas_size = Vector2(int(rect_size.x / grid_size), int(rect_size.y / grid_size))
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#print("canvas_size: ", canvas_size)
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func _ready():
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active_layer = add_existing_layer(get_tree().get_nodes_in_group("layer")[0])
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#print("active Layer: ", active_layer)
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func get_layer_data(layer_name):
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return layers[layer_name]
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func get_active_layer():
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return layers[active_layer]
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func get_preview_layer():
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return layers[preview_layer]
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func clear_active_layer():
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for pixel in layers[active_layer].data:
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set_global_cell_in_chunk(pixel[0], pixel[1], Color(0,0,0,0))
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func clear_layer(layer_name: String):
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for pixel in layers[layer_name].data:
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set_global_cell_in_chunk(pixel[0], pixel[1], Color(0,0,0,0))
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func clear_preview_layer():
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for pixel in layers["preview"].data:
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set_global_cell_in_chunk(pixel[0], pixel[1], Color(0,0,0,0))
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func remove_layer(layer_name):
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get_node("ChunkNodes").remove_child(layers[layer_name].chunks)
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layers[layer_name].chunks.queue_free()
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layers.erase(layer_name)
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if active_layer == layer_name:
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for layer in layers:
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if layer == preview_layer:
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continue
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active_layer = layer
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break
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return active_layer
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# only needed for init
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func add_existing_layer(layer):
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layers[layer.name] = {
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"layer": layer,
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"data": [],
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"chunks": null,
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}
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generate_chunks()
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return layer.name
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func add_new_layer(layer_name):
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layers[layer_name] = {
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"layer": null,
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"data": [],
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"chunks": null,
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}
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generate_chunks()
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return layer_name
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func duplicate_layer(layer: String, neu_layer_name: String):
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var _preview = preview_enabled
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preview_enabled = false
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var _temp = active_layer
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active_layer = neu_layer_name
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layers[neu_layer_name] = {
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"layer": null,
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"data": layers[layer].data.duplicate(true),
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"chunks": null,
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}
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generate_chunks()
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# get_node("ChunkNodes").remove_child(layers[neu_layer_name].chunks)
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# get_node("ChunkNodes").add_child_below_node(layers[layer].chunks, layers[neu_layer_name].chunks, true)
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for pixel in layers[neu_layer_name].data:
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set_pixel_cell(pixel[0], pixel[1], pixel[2])
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active_layer = _temp
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preview_enabled = _preview
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return neu_layer_name
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func toggle_layer_visibility(layer_name):
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layers[layer_name].chunks.visible = not layers[layer_name].chunks.visible
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#print("Layer: ", layer_name, " is now: ", layers[layer_name].chunks.visible)
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var util = preload("res://addons/Godoxel/Util.gd")
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func _on_mouse_entered():
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mouse_on_top = true
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func _on_mouse_exited():
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mouse_on_top = false
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func _process(delta):
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var mouse_position = get_local_mouse_position()
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var rect = Rect2(Vector2(0, 0), rect_size)
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mouse_in_region = rect.has_point(mouse_position)
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update()
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#if not Engine.editor_hint:
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# print(mouse_on_canvas, " | ", has_focus())
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#draw_canvas_out just updates the image constantly
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#if can_draw:
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# draw_canvas_out()
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func generate_chunks():
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var maxium_chunk_size = get_maxium_filled_chunks()
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#TODO: We probably don't need to check for x and y anymore
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for key in layers:
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if layers[key].chunks != null:
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continue
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var chunk_node = Control.new()
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get_node("ChunkNodes").add_child(chunk_node)
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chunk_node.owner = self
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layers[key].chunks = chunk_node
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for x in maxium_chunk_size.x:
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for y in maxium_chunk_size.y:
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var paint_canvas_chunk = load("res://addons/Godoxel/PaintCanvasChunk.tscn").instance()
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paint_canvas_chunk.setup(region_size)
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paint_canvas_chunk.name = "C-%s-%s" % [x, y]
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paint_canvas_chunk.rect_position = Vector2(x * (grid_size * region_size), y * (grid_size * region_size))
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layers[key].chunks.add_child(paint_canvas_chunk)
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func get_maxium_filled_chunks():
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return Vector2(canvas_size.x / region_size, canvas_size.y / region_size).ceil()
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#TODO: Remake these functions with godot's setget features
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#so that we don't have to call these functions
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func resize_grid(grid):
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#print(grid)
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if grid <= 0:
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return
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grid_size = grid
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canvas_image_node.rect_scale = Vector2(grid, grid)
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func resize_canvas(x, y):
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image.unlock()
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image.create(x, y, true, Image.FORMAT_RGBA8)
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canvas_size = Vector2(x, y)
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#setup_all_chunks()
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image.lock()
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#func draw_canvas_out(a = ""):
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# if canvas_image_node == null:
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# return
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# var image_texture = ImageTexture.new()
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# image_texture.create_from_image(image)
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# image_texture.set_flags(0)
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# canvas_image_node.texture = image_texture
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func get_wrapped_region_cell(x, y):
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return Vector2(wrapi(x, 0, region_size), wrapi(y, 0, region_size))
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func get_region_from_cell(x, y):
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return Vector2(floor(x / region_size), floor(y / region_size))
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func set_local_cell_in_chunk(chunk_x, chunk_y, local_cell_x, local_cell_y, color):
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var chunk_node
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if preview_enabled:
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chunk_node = layers.preview.chunks.get_node_or_null("C-%s-%s" % [chunk_x, chunk_y])
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else:
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chunk_node = layers[active_layer].chunks.get_node_or_null("C-%s-%s" % [chunk_x, chunk_y])
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if chunk_node == null:
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#print("Can't find chunk node!")
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return
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chunk_node.set_cell(local_cell_x, local_cell_y, color)
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func set_global_cell_in_chunk(cell_x, cell_y, color):
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var chunk = get_region_from_cell(cell_x, cell_y)
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var wrapped_cell = get_wrapped_region_cell(cell_x, cell_y)
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set_local_cell_in_chunk(chunk.x, chunk.y, wrapped_cell.x, wrapped_cell.y, color)
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#func update_chunk_region_from_cell(x, y):
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# var region_to_update = get_region_from_cell(x, y)
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# update_chunk_region(region_to_update.x, region_to_update.y)
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func get_pixel_cell_color(x, y):
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if not cell_in_canvas_region(x, y):
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return null
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var pixel_cell = get_pixel_cell(x, y)
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if pixel_cell == null:
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#We already checked that the cell can't be out of the canvas region so we can assume the pixel cell is completely transparent if it's null
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return Color(0, 0, 0, 0)
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else:
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return util.color_from_array(pixel_cell[2])
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func get_pixel_cell_color_v(vec2):
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return get_pixel_cell_color(vec2.x, vec2.y)
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func get_pixel_cell(x, y):
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if active_layer == null:
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return
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if not cell_in_canvas_region(x, y):
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return null
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for pixel in get_active_layer().data:
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if pixel[0] == x and pixel[1] == y:
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return pixel
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return null
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func get_pixel_cell_v(vec2):
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return get_pixel_cell(vec2.x, vec2.y)
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#func remove_pixel_cell(x, y):
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# if can_draw == false:
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# return false
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# if not cell_in_canvas_region(x, y):
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# return false
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# var layer_data = get_layer_data("Layer 1")
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# for pixel in range(0, layer_data.size()):
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# if layer_data[pixel][0] == x and layer_data[pixel][1] == y:
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# layer_data.remove(pixel)
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# #update_chunk_region_from_cell(x, y)
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# #TOOD: If pixel exists in temp_pool_pixels then remove it
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# image.set_pixel(x, y, Color(0, 0, 0, 0))
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# return true
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# return false
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#func remove_pixel_cell_v(vec2):
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# return remove_pixel_cell(vec2.x, vec2.y)
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func set_pixel_cell(x, y, color):
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if can_draw == false:
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return false
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if not cell_in_canvas_region(x, y):
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return false
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var layer
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if preview_enabled:
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layer = get_preview_layer()
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else:
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layer = get_active_layer()
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var index = 0
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for pixel in layer.data:
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#TODO: Make a better way of accessing the array because the more pixels we have, the longer it takes to
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#set the pixel
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if pixel[0] == x and pixel[1] == y:
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#No reason to set the pixel again if the colors are the same
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#If the color we are setting is 0, 0, 0, 0 then there is no reason to keep the information about the pixel
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#so we remove it from the layer data
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if color == Color(0, 0, 0, 0):
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layer.data.remove(index)
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else:
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pixel[2] = color
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#TODO: The new system is going to allow chunks to each have their own TextureRect and Image
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#nodes so what we are doing in here is that we are setting the local cell in the region of that image
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set_global_cell_in_chunk(x, y, color)
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last_pixel = [x, y, color]
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return true
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index += 1
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#don't append any data if the color is 0, 0, 0, 0
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if color != Color(0, 0, 0, 0):
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#if the pixel data doesn't exist then we add it in
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layer.data.append([x, y, color])
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set_global_cell_in_chunk(x, y, color)
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last_pixel = [x, y, color]
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return true
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func set_pixel_cell_v(vec2, color):
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return set_pixel_cell(vec2.x, vec2.y, color)
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func set_pixels_from_line(vec2_1, vec2_2, color):
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var points = get_pixels_from_line(vec2_1, vec2_2)
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for i in points:
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set_pixel_cell_v(i, color)
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func set_random_pixels_from_line(vec2_1, vec2_2):
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var points = get_pixels_from_line(vec2_1, vec2_2)
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for i in points:
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set_pixel_cell_v(i, util.random_color_alt())
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func get_pixels_from_line(vec2_1, vec2_2):
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var points = PoolVector2Array()
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var dx = abs(vec2_2.x - vec2_1.x)
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var dy = abs(vec2_2.y - vec2_1.y)
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var x = vec2_1.x
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var y = vec2_1.y
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var sx = 0
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if vec2_1.x > vec2_2.x:
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sx = -1
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else:
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sx = 1
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var sy = 0
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if vec2_1.y > vec2_2.y:
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sy = -1
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else:
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sy = 1
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if dx > dy:
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var err = dx / 2
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while(true):
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if x == vec2_2.x:
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break
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points.push_back(Vector2(x, y))
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err -= dy
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if err < 0:
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y += sy
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err += dx
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x += sx
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else:
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var err = dy / 2
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while (true):
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if y == vec2_2.y:
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break
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points.push_back(Vector2(x, y))
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err -= dx
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if err < 0:
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x += sx
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err += dy
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y += sy
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points.push_back(Vector2(x, y))
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return points
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#even though the function checks for it, we can't afford adding more functions to the call stack
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#because godot has a limit until it crashes
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var flood_fill_queue = 0
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func flood_fill(x, y, target_color, replacement_color):
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#yield(get_tree().create_timer(1), "timeout")
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flood_fill_queue += 1
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if not cell_in_canvas_region(x, y):
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flood_fill_queue -= 1
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return
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if target_color == replacement_color:
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flood_fill_queue -= 1
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return
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elif not get_pixel_cell_color(x, y) == target_color:
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flood_fill_queue -= 1
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return
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else:
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set_pixel_cell(x, y, replacement_color)
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if flood_fill_queue >= 500:
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#print(flood_fill_queue)
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yield(get_tree().create_timer(0.01), "timeout")
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#up
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if get_pixel_cell_color(x, y - 1) == target_color:
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flood_fill(x, y - 1, target_color, replacement_color)
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#down
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if get_pixel_cell_color(x, y + 1) == target_color:
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flood_fill(x, y + 1, target_color, replacement_color)
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#left
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if get_pixel_cell_color(x - 1, y) == target_color:
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flood_fill(x - 1, y, target_color, replacement_color)
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#right
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if get_pixel_cell_color(x + 1, y) == target_color:
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flood_fill(x + 1, y, target_color, replacement_color)
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flood_fill_queue -= 1
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return
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#func flood_fill_erase(x, y, target_color):
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# yield(get_tree().create_timer(0.001), "timeout")
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# if not cell_in_canvas_region(x, y):
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# print("cell not in canvas")
|
||
|
# return
|
||
|
# #if target_color == replacement_color:
|
||
|
# # return
|
||
|
# elif not get_pixel_cell_color(x, y) == target_color:
|
||
|
# print("cell doesn't match pixel color")
|
||
|
# return
|
||
|
# elif not get_pixel_cell(x, y):
|
||
|
# print("cell already erased")
|
||
|
# return
|
||
|
# else:
|
||
|
# print("removed pixel")
|
||
|
# remove_pixel_cell(x, y)
|
||
|
# print("x: ", x, " y: ", y, " color: ", target_color)
|
||
|
# #up
|
||
|
# flood_fill_erase(x, y - 1, target_color)
|
||
|
# #down
|
||
|
# flood_fill_erase(x, y + 1, target_color)
|
||
|
# #left
|
||
|
# flood_fill_erase(x - 1, y, target_color)
|
||
|
# #right
|
||
|
# flood_fill_erase(x + 1, y, target_color)
|
||
|
# return
|
||
|
|
||
|
func cell_in_canvas_region(x, y):
|
||
|
if x > canvas_size.x - 1 or x < 0 or y > canvas_size.y - 1 or y < 0:
|
||
|
#out of bounds, return false
|
||
|
return false
|
||
|
else:
|
||
|
return true
|
||
|
|
||
|
#Both of these functions right now just return the starting position of the canvas and the last position of the canvas
|
||
|
func get_all_used_regions_in_canvas():
|
||
|
var first_used_region = get_first_used_region_in_canvas()
|
||
|
var last_used_region = get_last_used_region_in_canvas()
|
||
|
var chunk_pool = PoolVector2Array()
|
||
|
for chunk_x in range(first_used_region.x, last_used_region.x):
|
||
|
for chunk_y in range(first_used_region.y, last_used_region.y):
|
||
|
chunk_pool.append(Vector2(chunk_x, chunk_y))
|
||
|
return chunk_pool
|
||
|
|
||
|
func get_first_used_region_in_canvas():
|
||
|
return get_region_from_cell(0, 0)
|
||
|
|
||
|
func get_last_used_region_in_canvas():
|
||
|
return get_region_from_cell(canvas_size.x - 1, canvas_size.y - 1)
|
||
|
|
||
|
func get_cells_in_region(x, y):
|
||
|
var start_cell = Vector2(x * region_size, y * region_size)
|
||
|
var end_cell = Vector2((x * region_size) + region_size, (y * region_size) + region_size)
|
||
|
var cell_array = []
|
||
|
for cx in range(start_cell.x, end_cell.x):
|
||
|
for cy in range(start_cell.y, end_cell.y):
|
||
|
var pixel_cell = get_pixel_cell(cx, cy)
|
||
|
if pixel_cell == null:
|
||
|
pixel_cell = [cx, cy, Color(0, 0, 0, 0)]
|
||
|
cell_array.append(pixel_cell)
|
||
|
return cell_array
|