mirror of
https://github.com/Relintai/pandemonium_paint_experimental.git
synced 2024-11-12 01:55:00 +01:00
185 lines
4.2 KiB
GDScript
185 lines
4.2 KiB
GDScript
tool
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extends PaintCanvas
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var _mouse_down : bool = false
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var _actions_history : Array
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var _redo_history : Array
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var _current_action : PaintAction
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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 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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func handle_draw(local_position : Vector2, event: InputEvent) -> void:
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var proj : PaintProject = get_paint_project()
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if !proj:
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print("!proj!")
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set_pixel(local_position.x, local_position.y, proj.current_color)
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func get_current_color() -> Color:
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var proj : PaintProject = get_paint_project()
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if !proj:
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print("!proj!")
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return Color(1, 1, 1, 1)
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return proj.current_color
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func handle_mouse_button_down(local_position : Vector2, event: InputEvent) -> void:
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if event.device == -1:
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mouse_position = get_global_mouse_position()
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cell_mouse_position = local_position
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last_mouse_position = mouse_position
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last_cell_mouse_position = local_position
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if current_tool == CUT:
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if !event.is_pressed():
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commit_action()
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elif current_tool == BUCKET:
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if !_current_action:
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_current_action = get_action()
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var arr : Array = Array()
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arr.push_back(cell_mouse_position)
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arr.push_back(last_cell_mouse_position)
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#STORE color here
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arr.push_back(get_current_color())
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elif current_tool == COLORPICKER:
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print("TODO")
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elif current_tool == PASTECUT:
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print("TODO")
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elif current_tool == PAINT:
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tool_process(local_position, event)
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func do_action(arr : Array) -> void:
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if !_current_action:
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return
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_current_action.do_action(arr)
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update_textures()
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func commit_action() -> void:
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if !_current_action:
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return
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_current_action.commit_action()
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_actions_history.push_back(_current_action)
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_redo_history.clear()
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if current_tool == CUT:
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print("TODO")
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return
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_current_action = null
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func has_point(var pos : Vector2) -> bool:
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if pos.x < 0 || pos.y < 0 || pos.x > size.x || pos.y > size.y:
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return false
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return true
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func get_action() -> PaintAction:
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var action : PaintAction = null
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if current_tool == PAINT:
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action = PencilAction.new()
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if action:
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action.paint_canvas = self
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return action
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func _on_tool_changed() -> void:
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if current_tool == COLORPICKER:
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if _current_action:
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_current_action = null
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return
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_current_action = get_action()
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func tool_process(local_position : Vector2, event: InputEvent) -> void:
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if current_tool == COLORPICKER:
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return
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if !_current_action:
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_current_action = get_action()
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if current_tool == PAINT:
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var arr : Array = Array()
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arr.push_back(cell_mouse_position)
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arr.push_back(last_cell_mouse_position)
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arr.push_back(get_current_color())
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do_action(arr)
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func _forward_canvas_gui_input(event: InputEvent) -> bool:
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if event is InputEventMouseButton:
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if event.button_index != BUTTON_LEFT:
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return false
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if _mouse_down:
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if !event.pressed:
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_mouse_down = false
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commit_action()
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else:
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# This seems to be the easiest way to get local mouse position,
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# even though the event is available
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var local_position : Vector2 = get_local_mouse_position()
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if has_point(local_position):
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_mouse_down = true
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handle_mouse_button_down(local_position, event)
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return true
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if event is InputEventMouseMotion:
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var local_position : Vector2 = get_local_mouse_position()
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mouse_position = get_global_mouse_position()
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cell_mouse_position = local_position
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if _mouse_down:
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if has_point(local_position):
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#handle_draw(local_position, event)
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cell_mouse_position = local_position
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tool_process(local_position, event)
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update_textures()
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update()
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last_mouse_position = mouse_position
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last_cell_mouse_position = local_position
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return true
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last_mouse_position = mouse_position
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last_cell_mouse_position = local_position
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return false
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func _ready() -> void:
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#temp
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resize(1, 1)
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resize(128, 128)
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if !is_connected("current_tool_changed", self, "_on_tool_changed"):
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connect("current_tool_changed", self, "_on_tool_changed")
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_on_tool_changed()
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func _draw() -> void:
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draw_texture(get_image_texture(), Vector2())
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draw_texture(get_preview_image_texture(), Vector2())
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