Pixel-Composer/#backups/scripts/canvas_tool_selection/canvas_tool_selection.gml.backup1
2024-04-21 17:06:54 +07:00

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// 2024-04-21 16:57:31
function canvas_tool_selection(selector = noone) : canvas_tool() constructor {
self.selector = selector;
selection_surface = surface_create_empty(1, 1);
selection_mask = surface_create_empty(1, 1);
selection_position = [ 0, 0 ];
selection_size = [ 0, 0 ];
is_selecting = false;
is_selected = false;
is_select_drag = false;
selection_sx = 0;
selection_sy = 0;
selection_mx = 0;
selection_my = 0;
mouse_cur_x = 0;
mouse_cur_y = 0;
mouse_pre_x = 0;
mouse_pre_y = 0;
function createSelection(_mask, sel_x0, sel_y0, sel_w, sel_h) { #region
if(is_selected)
apply();
else {
createNewSelection(_mask, sel_x0, sel_y0, sel_w, sel_h);
return;
}
if(key_mod_press(SHIFT))
modifySelection(_mask, sel_x0, sel_y0, sel_w, sel_h, true);
else if(key_mod_press(ALT))
modifySelection(_mask, sel_x0, sel_y0, sel_w, sel_h, false);
else
createNewSelection(_mask, sel_x0, sel_y0, sel_w, sel_h);
} #endregion
function modifySelection(_mask, sel_x0, sel_y0, sel_w, sel_h, _add) { #region
if(sel_w == 1 && sel_h == 1) return;
var _x0, _y0, _x1, _y1;
if(_add) {
_x0 = min(sel_x0, selection_position[0]);
_y0 = min(sel_y0, selection_position[1]);
_x1 = max(sel_x0 + sel_w, selection_position[0] + selection_size[0]);
_y1 = max(sel_y0 + sel_h, selection_position[1] + selection_size[1]);
} else {
var __nx0 = sel_x0;
var __ny0 = sel_y0;
var __nx1 = sel_x0 + sel_w;
var __ny1 = sel_y0 + sel_h;
_x0 = selection_position[0];
_y0 = selection_position[1];
_x1 = selection_position[0] + selection_size[0];
_y1 = selection_position[1] + selection_size[1];
if(__nx0 <= _x0 && __nx1 >= _x1) {
if(__ny0 <= _y0) _y0 = max(_y0, __ny1);
if(__ny1 >= _y1) _y1 = min(_y1, __ny0);
}
if(__ny0 <= _y0 && __ny1 >= _y1) {
if(__nx0 <= _x0) _x0 = max(_x0, __nx1);
if(__nx1 >= _x1) _x1 = min(_x1, __nx0);
}
}
if(_x1 - _x0 <= 0 || _y1 - _y0 <= 0) return;
var _ox = selection_position[0] - _x0;
var _oy = selection_position[1] - _y0;
var _nx = sel_x0 - _x0;
var _ny = sel_y0 - _y0;
var _nw = _x1 - _x0;
var _nh = _y1 - _y0;
var _selection_mask = surface_create(_nw, _nh);
surface_set_target(_selection_mask);
DRAW_CLEAR
BLEND_OVERRIDE
draw_surface_safe(selection_mask, _ox, _oy);
if(_add) BLEND_ADD
else BLEND_SUBTRACT
draw_surface_safe(_mask, _nx, _ny);
BLEND_NORMAL
surface_reset_target();
createNewSelection(_selection_mask, _x0, _y0, _nw, _nh);
surface_free(_selection_mask);
} #endregion
function createNewSelection(_mask, sel_x0, sel_y0, sel_w, sel_h) { #region
if(sel_w == 1 && sel_h == 1) return;
selection_surface = surface_verify(selection_surface, sel_w, sel_h);
selection_mask = surface_verify(selection_mask, sel_w, sel_h);
surface_set_target(selection_surface);
DRAW_CLEAR
draw_surface_safe(_canvas_surface, -sel_x0, -sel_y0);
BLEND_MULTIPLY
draw_surface_safe(_mask, 0, 0);
BLEND_NORMAL
surface_reset_target();
surface_set_target(selection_mask);
DRAW_CLEAR
draw_surface_safe(_mask, 0, 0);
surface_reset_target();
node.storeAction();
surface_set_target(_canvas_surface);
gpu_set_blendmode(bm_subtract);
draw_surface_safe(selection_surface, sel_x0, sel_y0);
gpu_set_blendmode(bm_normal);
surface_reset_target();
node.surface_store_buffer();
selection_position = [ sel_x0, sel_y0 ];
selection_size = [ sel_w, sel_h ];
is_selected = true;
} #endregion
function copySelection() { #region
var s = surface_encode(selection_surface, false);
s.position = selection_position;
clipboard_set_text(json_stringify(s));
} #endregion
function apply() { #region
var _drawLay = node.tool_attribute.drawLayer;
var _sw = surface_get_width(_canvas_surface);
var _sh = surface_get_height(_canvas_surface);
var _selectionSurf = surface_create(_sw, _sh);
var _drawnSurface = surface_create(_sw, _sh);
surface_set_shader(_selectionSurf, noone);
draw_surface(selection_surface, selection_position[0], selection_position[1]);
surface_reset_shader();
surface_set_shader(_drawnSurface, sh_canvas_apply_draw);
shader_set_i("drawLayer", _drawLay);
shader_set_i("eraser", 0);
shader_set_f("channels", 1, 1, 1, 1);
shader_set_f("alpha", 1);
shader_set_surface("back", _canvas_surface);
shader_set_surface("fore", _selectionSurf);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _sw, _sh);
surface_reset_shader();
node.setCanvasSurface(_drawnSurface);
surface_free(_canvas_surface);
_canvas_surface = _drawnSurface;
node.surface_store_buffer();
is_selected = false;
} #endregion
function onSelected(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
if(!is_surface(selection_surface)) {
is_selected = false;
return;
}
if(is_select_drag) {
var px = selection_sx + (mouse_cur_x - selection_mx);
var py = selection_sy + (mouse_cur_y - selection_my);
selection_position[0] = px;
selection_position[1] = py;
if(mouse_release(mb_left))
is_select_drag = false;
}
if(mouse_press(mb_left, active)) {
var pos_x = selection_position[0];
var pos_y = selection_position[1];
var sel_w = surface_get_width_safe(selection_surface);
var sel_h = surface_get_height_safe(selection_surface);
if(point_in_rectangle(mouse_cur_x, mouse_cur_y, pos_x, pos_y, pos_x + sel_w, pos_y + sel_h)) {
is_select_drag = true;
selection_sx = pos_x;
selection_sy = pos_y;
selection_mx = mouse_cur_x;
selection_my = mouse_cur_y;
}
}
if(key_press(vk_delete)) {
is_selected = false;
surface_free(selection_surface);
} else if(key_press(vk_escape)) {
apply();
}
} #endregion
function step(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
mouse_cur_x = round((_mx - _x) / _s - 0.5);
mouse_cur_y = round((_my - _y) / _s - 0.5);
if(is_selected) { onSelected(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); return; }
else if(is_surface(selection_surface)) { apply(); }
} #endregion
function onDrawMask(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
function drawMask(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
var sel_x0, sel_y0;
if(is_selecting) {
sel_x0 = min(selection_sx, mouse_cur_x);
sel_y0 = min(selection_sy, mouse_cur_y);
} else {
sel_x0 = selection_position[0];
sel_y0 = selection_position[1];
}
var _dx = _x + sel_x0 * _s;
var _dy = _y + sel_y0 * _s;
draw_surface_ext_safe(selection_mask, _dx, _dy, _s, _s);
onDrawMask(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
} #endregion
function drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
if(!is_selected) return;
var pos_x = _x + selection_position[0] * _s;
var pos_y = _y + selection_position[1] * _s;
var sel_w = surface_get_width_safe(selection_surface) * _s;
var sel_h = surface_get_height_safe(selection_surface) * _s;
draw_surface_ext_safe(selection_surface, pos_x, pos_y, _s, _s, 0, c_white, 1);
draw_set_color(c_black);
draw_rectangle(pos_x, pos_y, pos_x + sel_w, pos_y + sel_h, true);
draw_set_color(c_white);
draw_rectangle_dashed(pos_x, pos_y, pos_x + sel_w, pos_y + sel_h, true, 6, current_time / 100);
} #endregion
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function rotate90cw() { #region
var _sw = surface_get_width(selection_surface);
var _sh = surface_get_height(selection_surface);
var _newS = surface_create(_sh, _sw);
surface_set_shader(_newS, noone);
draw_surface_ext(selection_surface, _sh, 0, 1, 1, -90, c_white, 1);
surface_reset_shader();
surface_free(selection_surface);
selection_surface = _newS;
} #endregion
function rotate90ccw() { #region
var _sw = surface_get_width(selection_surface);
var _sh = surface_get_height(selection_surface);
var _newS = surface_create(_sh, _sw);
surface_set_shader(_newS, noone);
draw_surface_ext(selection_surface, 0, _sw, 1, 1, 90, c_white, 1);
surface_reset_shader();
surface_free(selection_surface);
selection_surface = _newS;
} #endregion
function flipH() { #region
var _sw = surface_get_width(selection_surface);
var _sh = surface_get_height(selection_surface);
var _newS = surface_create(_sw, _sh);
surface_set_shader(_newS, noone);
draw_surface_ext(selection_surface, _sw, 0, -1, 1, 0, c_white, 1);
surface_reset_shader();
surface_free(selection_surface);
selection_surface = _newS;
} #endregion
function flipV() { #region
var _sw = surface_get_width(selection_surface);
var _sh = surface_get_height(selection_surface);
var _newS = surface_create(_sw, _sh);
surface_set_shader(_newS, noone);
draw_surface_ext(selection_surface, 0, _sh, 1, -1, 0, c_white, 1);
surface_reset_shader();
surface_free(selection_surface);
selection_surface = _newS;
} #endregion
}