pandemonium_paint_experimental/game/PaintCanvas.gd

260 lines
6.2 KiB
GDScript

tool
extends PaintCanvas
var _mouse_down : bool = false
var _actions_history : Array
var _redo_history : Array
var _current_action : PaintAction
var mouse_position : Vector2
#var canvas_position : Vector2
var canvas_mouse_position : Vector2
var cell_mouse_position : Vector2
var last_mouse_position : Vector2
#var last_canvas_position : Vector2
var last_canvas_mouse_position : Vector2
var last_cell_mouse_position : Vector2
func handle_draw(local_position : Vector2, event: InputEvent) -> void:
var proj : PaintProject = get_paint_project()
if !proj:
print("!proj!")
set_pixel(local_position.x, local_position.y, proj.current_color)
func get_current_color() -> Color:
var proj : PaintProject = get_paint_project()
if !proj:
print("!proj!")
return Color(1, 1, 1, 1)
return proj.current_color
func handle_mouse_button_down(local_position : Vector2, event: InputEvent) -> void:
if event.device == -1:
mouse_position = get_global_mouse_position()
cell_mouse_position = local_position
last_mouse_position = mouse_position
last_cell_mouse_position = local_position
if current_tool == TOOL_CUT:
if !event.is_pressed():
commit_action()
elif current_tool == TOOL_BUCKET:
if !_current_action:
_current_action = get_action()
var arr : Array = Array()
arr.push_back(cell_mouse_position)
arr.push_back(last_cell_mouse_position)
#STORE color here
arr.push_back(get_current_color())
elif current_tool == TOOL_COLORPICKER:
print("TODO")
elif current_tool == TOOL_PASTECUT:
print("TODO")
elif current_tool == TOOL_PENCIL:
tool_process(local_position, event)
func do_action(arr : Array) -> void:
if !_current_action:
return
_current_action.do_action(arr)
update_textures()
func commit_action() -> void:
if !_current_action:
return
_current_action.commit_action()
_actions_history.push_back(_current_action)
_redo_history.clear()
update_textures()
if current_tool == TOOL_CUT:
print("TODO")
return
_current_action = null
func has_point(var pos : Vector2) -> bool:
if pos.x < 0 || pos.y < 0 || pos.x > size.x || pos.y > size.y:
return false
return true
func get_action() -> PaintAction:
var action : PaintAction = null
if current_tool == TOOL_PENCIL:
action = PencilAction.new()
elif current_tool == TOOL_BRUSH:
action = BrushAction.new()
elif current_tool == TOOL_LINE:
action = LineAction.new()
elif current_tool == TOOL_RAINBOW:
action = RainbowAction.new()
elif current_tool == TOOL_BUCKET:
action = BucketAction.new()
elif current_tool == TOOL_RECT:
action = RectAction.new()
elif current_tool == TOOL_DARKEN:
action = DarkenAction.new()
elif current_tool == TOOL_BRIGHTEN:
action = BrightenAction.new()
elif current_tool == TOOL_CUT:
action = CutAction.new()
elif current_tool == TOOL_PASTECUT:
action = PasteCutAction.new()
if action:
action.paint_canvas = self
return action
func _on_tool_changed() -> void:
if current_tool == TOOL_COLORPICKER:
if _current_action:
_current_action = null
return
_current_action = get_action()
func tool_process(local_position : Vector2, event: InputEvent) -> void:
if current_tool == TOOL_COLORPICKER:
return
if !_current_action:
_current_action = get_action()
if current_tool == TOOL_PENCIL || current_tool == TOOL_LINE || \
current_tool == TOOL_RECT || current_tool == TOOL_DARKEN || \
current_tool == TOOL_BRIGHTEN || current_tool == TOOL_LINE:
var arr : Array = Array()
arr.push_back(cell_mouse_position)
arr.push_back(last_cell_mouse_position)
arr.push_back(get_current_color())
do_action(arr)
elif current_tool == TOOL_BRUSH:
var arr : Array = Array()
arr.push_back(cell_mouse_position)
arr.push_back(last_cell_mouse_position)
arr.push_back(get_current_color())
arr.push_back(brush_prefab)
arr.push_back(brush_size)
do_action(arr)
elif current_tool == TOOL_COLORPICKER:
pass
elif current_tool == TOOL_PASTECUT:
# Array arr;
#
# arr.append(cell_mouse_position);
# arr.append(last_cell_mouse_position);
# arr.append(_selection_cells);
# arr.append(_selection_colors);
# arr.append(_cut_pos);
# arr.append(_cut_size);
#
# do_action_old(arr);
pass
elif current_tool == TOOL_RAINBOW:
var arr : Array = Array()
arr.push_back(cell_mouse_position)
arr.push_back(last_cell_mouse_position)
do_action(arr)
#RIGHTCLICK
# case Tools::PAINT: {
# Array arr;
#
# arr.append(cell_mouse_position);
# arr.append(last_cell_mouse_position);
# arr.append(Color(1, 1, 1, 0));
#
# do_action_old(arr);
# } break;
# case Tools::BRUSH: {
# Array arr;
#
# arr.append(cell_mouse_position);
# arr.append(last_cell_mouse_position);
# arr.append(Color(1, 1, 1, 0));
# arr.append(selected_brush_prefab);
# arr.append(brush_size_slider->get_value());
#
# do_action_old(arr);
func _forward_canvas_gui_input(event: InputEvent) -> bool:
if event is InputEventMouseButton:
if event.button_index != BUTTON_LEFT:
return false
if _mouse_down:
if !event.pressed:
_mouse_down = false
commit_action()
else:
# This seems to be the easiest way to get local mouse position,
# even though the event is available
var local_position : Vector2 = get_local_mouse_position()
if has_point(local_position):
_mouse_down = true
handle_mouse_button_down(local_position, event)
return true
if event is InputEventMouseMotion:
var local_position : Vector2 = get_local_mouse_position()
mouse_position = get_global_mouse_position()
cell_mouse_position = local_position
if _mouse_down:
if has_point(local_position):
#handle_draw(local_position, event)
cell_mouse_position = local_position
tool_process(local_position, event)
update_textures()
update()
last_mouse_position = mouse_position
last_cell_mouse_position = local_position
return true
last_mouse_position = mouse_position
last_cell_mouse_position = local_position
return false
func _ready() -> void:
#temp
resize(1, 1)
resize(128, 128)
if !is_connected("current_tool_changed", self, "_on_tool_changed"):
connect("current_tool_changed", self, "_on_tool_changed")
_on_tool_changed()
func _draw() -> void:
draw_texture(get_image_texture(), Vector2())
draw_texture(get_preview_image_texture(), Vector2())