tochie-kit/addons/Godoxel/Canvas.gd

518 lines
11 KiB
GDScript

extends Control
class_name GECanvas
tool
export var pixel_size: float = 16 setget set_pixel_size
export(int, 1, 2500) var canvas_width = 48 setget set_canvas_width # == pixels
export(int, 1, 2500) var canvas_height = 28 setget set_canvas_height # == pixels
export var grid_size = 16 setget set_grid_size
export var big_grid_size = 10 setget set_big_grid_size
export var can_draw = true
var mouse_in_region
var mouse_on_top
var frame: GEFrame
#var layers : Array = [] # Key: layer_name, val: GELayer
var active_layer: GELayer
var preview_layer: GELayer
var tool_layer: GELayer
var canvas_layers: Control
var canvas
var grid
var big_grid
var selected_pixels = []
var symmetry_x = false
var symmetry_y = false
func _ready():
#-------------------------------
# Set nodes
#-------------------------------
canvas = find_node("Canvas")
grid = find_node("Grid")
big_grid = find_node("BigGrid")
canvas_layers = find_node("CanvasLayers")
#-------------------------------
# setup layers and canvas
#-------------------------------
if not is_connected("mouse_entered", self, "_on_mouse_entered"):
connect("mouse_entered", self, "_on_mouse_entered")
if not is_connected("mouse_exited", self, "_on_mouse_exited"):
connect("mouse_exited", self, "_on_mouse_exited")
#-------------------------------
# setup layers and canvas
#-------------------------------
#canvas_size = Vector2(int(rect_size.x / grid_size), int(rect_size.y / grid_size))
#pixel_size = canvas_size
create_preview_layer()
create_tool_layer()
set_process(true)
func _process(delta):
if not is_visible_in_tree():
return
var mouse_position = get_local_mouse_position()
var rect = Rect2(Vector2(0, 0), rect_size)
mouse_in_region = rect.has_point(mouse_position)
func _draw():
if preview_layer:
preview_layer.update_texture()
if tool_layer:
tool_layer.update_texture()
# for layer in layers:
# layer.update_texture()
# TODO
#if frame:
#frame._draw()
func resize(width: int, height: int):
if width < 0:
width = 1
if height < 0:
height = 1
# TODO move resize to editor.gd -> for all frames
set_canvas_width(width)
set_canvas_height(height)
preview_layer.resize(width, height)
tool_layer.resize(width, height)
#frame.resize(width, height)
func set_frame(new_frame):
frame = new_frame
if canvas_layers.get_child_count() > 0:
canvas_layers.remove_child(canvas_layers.get_child(0))
canvas_layers.add_child(frame)
frame.width = canvas_width
frame.height = canvas_height
frame.anchor_right = 1
frame.anchor_bottom = 1
frame.margin_right = 0
frame.margin_bottom = 0
if not frame.layers.empty():
active_layer = frame.layers[owner.current_layer_idx]
################################################################
# Export
################################################################
func get_current_frame_image() -> Image:
var image = Image.new()
image.create(canvas_width, canvas_height, true, Image.FORMAT_RGBA8)
image.lock()
image.fill(Color.transparent)
image.unlock()
image.lock()
for layer in frame.layers:
if not layer.visible:
continue
for x in range(frame.width):
for y in range(frame.height):
var color = layer.get_pixel(x, y)
var image_color = image.get_pixel(x, y)
if color.a != 0:
image.set_pixel(x, y, color)
else:
image.set_pixel(x, y, image_color.blend(color))
image.unlock()
return image
func get_current_layer_image() -> Image:
var image = Image.new()
image.create(canvas_width, canvas_height, true, Image.FORMAT_RGBA8)
image.lock()
image.fill(Color.transparent)
image.unlock()
image.lock()
for layer in frame.layers:
if layer != active_layer:
continue
for x in range(frame.width):
for y in range(frame.height):
var color = layer.get_pixel(x, y)
var image_color = image.get_pixel(x, y)
if color.a != 0:
image.set_pixel(x, y, color)
else:
image.set_pixel(x, y, image_color.blend(color))
image.unlock()
return image
################################################################
# Pixel/Grid size
################################################################
func set_pixel_size(size: float):
pixel_size = size
set_grid_size(grid_size)
set_big_grid_size(big_grid_size)
set_canvas_width(canvas_width)
set_canvas_height(canvas_height)
func set_grid_size(size):
grid_size = size
if not find_node("Grid"):
return
find_node("Grid").size = size * pixel_size
func set_big_grid_size(size):
big_grid_size = size
if not find_node("BigGrid"):
return
find_node("BigGrid").size = size * pixel_size
func set_canvas_width(val: int):
canvas_width = val
rect_size.x = canvas_width * pixel_size
func set_canvas_height(val: int):
canvas_height = val
rect_size.y = canvas_height * pixel_size
#-------------------------------
# Layer
#-------------------------------
func toggle_alpha_locked(layer_name: String):
var layer = find_layer_by_name(layer_name)
layer.toggle_alpha_locked()
func is_alpha_locked() -> bool:
return active_layer.alpha_locked
func get_content_margin() -> Rect2:
return frame.get_content_margin()
func crop_to_content():
frame.crop_to_content()
func get_active_layer() -> GELayer:
return active_layer
func get_preview_layer():
return preview_layer
func clear_active_layer():
active_layer.clear()
func clear_preview_layer():
preview_layer.clear()
func clear_layer(layer_name: String):
for layer in frame.layers:
if layer.name == layer_name:
layer.clear()
break
func remove_layer(layer_name: String):
# change current layer if the active layer is removed
var del_layer = find_layer_by_name(layer_name)
del_layer.clear()
if del_layer == active_layer:
for layer in frame.layers:
if layer == preview_layer or layer == active_layer or layer == tool_layer:
continue
active_layer = layer
print("Select active layer: ", active_layer)
break
frame.layers.erase(del_layer)
return active_layer
func create_preview_layer():
var layer = GELayer.new()
layer.create($PreviewLayer, canvas_width, canvas_height)
preview_layer = layer
return layer
func create_tool_layer():
var layer = GELayer.new()
layer.create($ToolPreviewLayer, canvas_width, canvas_height)
tool_layer = layer
return layer
func duplicate_layer(layer: GELayer):
for existing_layer in frame.layers:
if layer.name == existing_layer.name:
return
var new_layer: GELayer = GELayer.new()
new_layer.image.copy_from(layer.image)
return new_layer
func toggle_layer_visibility(layer_name: String):
var layer_idx = get_layer_index(layer_name)
assert(layer_idx != -1, "Layer name not found!")
var layer = frame.layers[layer_idx]
layer.visible = not layer.visible
return layer.visible
func get_layer_index(layer_name: String):
var idx = 0
for layer in frame.layers:
if layer.name == layer_name:
return idx
idx += 1
return -1
func find_layer_by_name(layer_name: String):
for layer in frame.layers:
if layer.name == layer_name:
return layer
return null
func toggle_lock_layer(layer_name: String):
find_layer_by_name(layer_name).toggle_lock()
func is_active_layer_locked() -> bool:
return active_layer.locked
func get_active_layer_index() -> int:
return get_layer_index(active_layer.name)
func move_layer_forward(layer_name: String):
var layer = find_layer_by_name(layer_name).texture_rect_ref
var new_idx = max(layer.get_index() - 1, 0)
layer.get_parent().move_child(layer, new_idx)
func move_layer_back(layer_name: String):
var layer = find_layer_by_name(layer_name).texture_rect_ref
layer.get_parent().move_child(layer, layer.get_index() + 1)
func select_layer(layer: GELayer):
active_layer = layer
#-------------------------------
# Check
#-------------------------------
func _on_mouse_entered():
mouse_on_top = true
func _on_mouse_exited():
mouse_on_top = false
func is_inside_canvas(x, y):
if x < 0 or y < 0:
return false
if x >= canvas_width or y >= canvas_height:
return false
return true
#-------------------------------
# Basic pixel-layer options
#-------------------------------
#Note: Arrays are always passed by reference. To get a copy of an array which
# can be modified independently of the original array, use duplicate.
# (https://docs.godotengine.org/en/stable/classes/class_array.html)
func set_pixel_arr(pixels: Array, color: Color):
for pixel in pixels:
_set_pixel(active_layer, pixel.x, pixel.y, color)
func set_pixel_v(pos: Vector2, color: Color):
set_pixel(pos.x, pos.y, color)
func set_pixel(x: int, y: int, color: Color):
_set_pixel(active_layer, x, y, color)
func _set_pixel_v(layer: GELayer, v: Vector2, color: Color):
_set_pixel(layer, v.x, v.y, color)
func _set_pixel(layer: GELayer, x: int, y: int, color: Color):
if not is_inside_canvas(x, y):
return
layer.set_pixel(x, y, color)
func get_pixel_v(pos: Vector2):
return get_pixel(pos.x, pos.y)
func get_pixel(x: int, y: int):
if active_layer:
return active_layer.get_pixel(x, y)
return null
func set_preview_pixel_v(pos: Vector2, color: Color):
set_preview_pixel(pos.x, pos.y, color)
func set_preview_pixel(x:int, y: int, color: Color):
if not is_inside_canvas(x, y):
return
preview_layer.set_pixel(x, y, color)
func get_preview_pixel_v(pos: Vector2):
return get_preview_pixel(pos.x, pos.y)
func get_preview_pixel(x: int, y: int):
if not preview_layer:
return null
return preview_layer.get_pixel(x, y)
#-------------------------------
# Grid
#-------------------------------
func toggle_grid():
$Grid.visible = not $Grid.visible
func show_grid():
$Grid.show()
func hide_grid():
$Grid.hide()
#-------------------------------
# Handy tools
#-------------------------------
func select_color(x, y):
print("???")
var same_color_pixels = []
var color = get_pixel(x, y)
for x in range(active_layer.layer_width):
for y in range(active_layer.layer_height):
var pixel_color = active_layer.get_pixel(x, y)
if pixel_color == color:
same_color_pixels.append(color)
return same_color_pixels
func select_same_color(x, y):
return get_neighbouring_pixels(x, y)
# returns array of Vector2
# yoinked from
# https://www.geeksforgeeks.org/flood-fill-algorithm-implement-fill-paint/
func get_neighbouring_pixels(pos_x: int, pos_y: int) -> Array:
var pixels = []
var to_check_queue = []
var checked_queue = []
to_check_queue.append(GEUtils.to_1D(pos_x, pos_y, canvas_width))
var color = get_pixel(pos_x, pos_y)
while not to_check_queue.empty():
var idx = to_check_queue.pop_front()
var p = GEUtils.to_2D(idx, canvas_width)
if idx in checked_queue:
continue
checked_queue.append(idx)
if get_pixel(p.x, p.y) != color:
continue
# add to result
pixels.append(p)
# check neighbours
var x = p.x - 1
var y = p.y
if is_inside_canvas(x, y):
idx = GEUtils.to_1D(x, y, canvas_width)
to_check_queue.append(idx)
x = p.x + 1
if is_inside_canvas(x, y):
idx = GEUtils.to_1D(x, y, canvas_width)
to_check_queue.append(idx)
x = p.x
y = p.y - 1
if is_inside_canvas(x, y):
idx = GEUtils.to_1D(x, y, canvas_width)
to_check_queue.append(idx)
y = p.y + 1
if is_inside_canvas(x, y):
idx = GEUtils.to_1D(x, y, canvas_width)
to_check_queue.append(idx)
return pixels