pandemonium_engine/modules/paint/nodes/paint_canvas.h

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#ifndef PAINT_CANVAS_H
#define PAINT_CANVAS_H
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#include "core/object/reference.h"
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#include "paint_node.h"
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class Image;
class ImageTexture;
class PaintAction;
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class PaintCanvas : public PaintNode {
GDCLASS(PaintCanvas, PaintNode);
public:
enum Tools {
TOOL_PENCIL = 0,
TOOL_BRUSH,
TOOL_BUCKET,
TOOL_RAINBOW,
TOOL_LINE,
TOOL_RECT,
TOOL_DARKEN,
TOOL_BRIGHTEN,
TOOL_COLORPICKER,
TOOL_CUT,
TOOL_PASTECUT,
};
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bool get_symmetry_x() const;
void set_symmetry_x(const bool val);
bool get_symmetry_y() const;
void set_symmetry_y(const bool val);
bool get_alpha_locked() const;
void set_alpha_locked(const bool val);
int get_brush_prefab() const;
void set_brush_prefab(const int val);
int get_brush_size() const;
void set_brush_size(const int val);
int get_current_tool() const;
void set_current_tool(const int val);
int get_previous_tool() const;
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bool is_inside_canvas(const int x, const int y);
void set_pixel_arr(const PoolVector2iArray &pixels, const Color &color);
void set_pixel_v(const Vector2i &pos, const Color &color);
void set_pixel(const int x, const int y, const Color &color);
Color get_pixel_v(const Vector2i &pos);
Color get_pixel(const int x, const int y);
void set_preview_pixel_v(const Vector2i &pos, const Color &color);
void set_preview_pixel(const int x, const int y, const Color &color);
Color get_preview_pixel_v(const Vector2i &pos);
Color get_preview_pixel(const int x, const int y);
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bool validate_pixel_v(const Vector2i &pos) const;
void clear();
void clear_preview();
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void update_textures();
void resize_crop(const int width, const int height);
void resize_interpolate(const int width, const int height, Image::Interpolation p_interpolation = Image::INTERPOLATE_BILINEAR);
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PoolVector2iArray select_color(const int p_x, const int p_y);
PoolVector2iArray select_same_color(const int p_x, const int p_y);
PoolVector2iArray get_neighbouring_pixels(const int pos_x, const int pos_y);
Ref<Image> get_image();
Ref<Image> get_preview_image();
Ref<ImageTexture> get_image_texture();
Ref<ImageTexture> get_preview_image_texture();
Ref<Image> _get_rendered_image();
PoolByteArray get_image_data_compressed();
void set_image_data_compressed(const PoolByteArray &arr);
void handle_draw(const Vector2 &local_position, const Ref<InputEvent> &event);
Color get_current_color();
void update_mouse_position(const Vector2 &local_position, const Ref<InputEvent> &event);
void handle_left_mouse_button_down(const Vector2 &local_position, const Ref<InputEvent> &event);
void handle_left_mouse_button_up(const Vector2 &local_position, const Ref<InputEvent> &event);
void handle_right_mouse_button_down(const Vector2 &local_position, const Ref<InputEvent> &event);
void draw_brush_preview();
void do_action(const Array &arr);
void commit_action();
void redo_action();
void undo_action();
bool has_point(const Vector2 &pos);
Ref<PaintAction> get_action();
void _on_tool_changed();
void tool_process(const Vector2 &local_position, const Ref<InputEvent> &event);
bool _forward_canvas_gui_input(const Ref<InputEvent> &event);
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PaintCanvas();
~PaintCanvas();
protected:
void _on_size_changed();
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void _notification(int p_what);
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static void _bind_methods();
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bool _symmetry_x;
bool _symmetry_y;
bool _alpha_locked;
int _brush_prefab;
int _brush_size;
int _current_tool;
int _previous_tool;
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Ref<Image> _image;
Ref<Image> _preview_image;
Ref<ImageTexture> _image_texture;
Ref<ImageTexture> _preview_image_texture;
bool _mouse_down;
int _mouse_button_down;
Vector<Ref<PaintAction>> _actions_history;
Vector<Ref<PaintAction>> _redo_history;
Ref<PaintAction> _current_action;
bool _picked_color;
PoolVector2iArray _selection_cells;
PoolColorArray _selection_colors;
Vector2i _cut_pos;
Vector2i _cut_size;
Vector2 _mouse_position;
Vector2 _canvas_mouse_position;
Vector2 _cell_mouse_position;
Vector2 _last_mouse_position;
Vector2 _last_canvas_mouse_position;
Vector2 _last_cell_mouse_position;
bool _was_mouse_outside;
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};
VARIANT_ENUM_CAST(PaintCanvas::Tools);
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#endif