broken_seals/game/addons/Godoxel/Layer.gd

99 lines
1.8 KiB
GDScript

extends Reference
class_name GELayer
var name
var layer_width
var layer_height
var visible = true setget set_visible
var locked = false
var alpha_locked = false
var texture: ImageTexture
var image: Image
var texture_rect_ref
func _init():
texture = ImageTexture.new()
func create(texture_rect_ref, width: int, height: int):
self.texture_rect_ref = texture_rect_ref
layer_width = width
layer_height = height
image = Image.new()
image.create(width, height, false, Image.FORMAT_RGBA8)
image.fill(Color.transparent)
update_texture()
func resize(width: int, height: int):
var pixel_colors = []
var prev_width = layer_width
var prev_height = layer_height
image.lock()
for y in range(prev_height):
for x in range(prev_width):
pixel_colors.append(image.get_pixel(x, y))
image.unlock()
layer_width = width
layer_height = height
image.create(width, height, false, Image.FORMAT_RGBA8)
image.lock()
for x in range(prev_width):
for y in range(prev_height):
if x >= width or y >= height:
continue
image.set_pixel(x, y, pixel_colors[GEUtils.to_1D(x, y, prev_width)])
image.unlock()
update_texture()
func set_pixel(x, y, 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():
image.fill(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
func toggle_alpha_locked():
alpha_locked = not alpha_locked