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gd paint from godot 3 #969

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15 changes: 15 additions & 0 deletions 2d/gd_paint/README.md
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# GD Paint update for godot 4 from godot 3

GD Paint is a simple image editor made using Godot and GDScript.
It supports different types of "brushes": a basic pen/pencil
and eraser, as well as a rectangle and a circle brush.

Language: GDScript

Renderer: GLES 2

Check out this demo on the asset library: https://godotengine.org/asset-library/asset/517

## Screenshots

![Screenshot](screenshots/gdpaint.png)
Binary file added 2d/gd_paint/icon.png
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34 changes: 34 additions & 0 deletions 2d/gd_paint/icon.png.import
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[remap]

importer="texture"
type="CompressedTexture2D"
uid="uid://bjss7ntuh8rbh"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"]

[params]

compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
253 changes: 253 additions & 0 deletions 2d/gd_paint/paint_control.gd
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extends Control

# A constant for whether or not we're needing to undo a shape.
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# A constant for whether or not we're needing to undo a shape.
# A constant for whether or not we're needing to undo a shape.

const UNDO_MODE_SHAPE = -2
# A constant for whether or not we can undo.
const UNDO_NONE = -1
# How large is the image (it's actually the size of DrawingAreaBG, because that's our background canvas).
const IMAGE_SIZE = Vector2(930, 720)

# Enums for the various modes and brush shapes that can be applied.
enum BrushModes {
PENCIL,
ERASER,
CIRCLE_SHAPE,
RECTANGLE_SHAPE,
}

enum BrushShapes {
RECTANGLE,
CIRCLE,
}

# The top-left position of the canvas.
var TL_node
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var TL_node
var tl_node

snake_case


# A list to hold all of the dictionaries that make up each brush.
var brush_data_list = []

# A boolean to hold whether or not the mouse is inside the drawing area, the mouse position last _process call
# and the position of the mouse when the left mouse button was pressed.
var is_mouse_in_drawing_area = false
var last_mouse_pos = Vector2()
var mouse_click_start_pos = null

# A boolean to tell whether we've set undo_elements_list_num, which holds the size of draw_elements_list
# before a new stroke is added (unless the current brush mode is 'rectangle shape' or 'circle shape', in
# which case we do things a litte differently. See the undo_stroke function for more details).
var undo_set = false
var undo_element_list_num = -1

# The current brush settings: The mode, size, color, and shape we have currently selected.
var brush_mode = BrushModes.PENCIL
var brush_size = 32
var brush_color = Color.BLACK
var brush_shape = BrushShapes.CIRCLE;

# The color of the background. We need this for the eraser (see the how we handle the eraser
# in the _draw function for more details).
var bg_color = Color.WHITE


func _ready():
# Get the top left position node. We need this to find out whether or not the mouse is inside the canvas.
TL_node = get_node("TLPos")
set_process(true)


func _process(_delta):
var mouse_pos = get_viewport().get_mouse_position()

# Check if the mouse is currently inside the canvas/drawing-area.
is_mouse_in_drawing_area = false
if mouse_pos.x > TL_node.global_position.x:
if mouse_pos.y > TL_node.global_position.y:
is_mouse_in_drawing_area = true

if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
# If we do not have a position for when the mouse was first clicked, then this must
# be the first time is_mouse_button_pressed has been called since the mouse button was
# released, so we need to store the position.
if mouse_click_start_pos == null:
mouse_click_start_pos = mouse_pos

# If the mouse is inside the canvas and the mouse is 1px away from the position of the mouse last _process call.
if check_if_mouse_is_inside_canvas():
if mouse_pos.distance_to(last_mouse_pos) >= 1:
# If we are in pencil or eraser mode, then we need to draw.
if brush_mode == BrushModes.PENCIL or brush_mode == BrushModes.ERASER:
# If undo has not been set, meaning we've started a new stroke, then store the size of the
# draw_elements_list so we can undo from this point in time.
if undo_set == false:
undo_set = true
undo_element_list_num = brush_data_list.size()
# Add the brush object to draw_elements_array.
add_brush(mouse_pos, brush_mode)

else:
# We've finished our stroke, so we can set a new undo (if a new storke is made).
undo_set = false

# If the mouse is inside the canvas.
if check_if_mouse_is_inside_canvas():
# If we're using either the circle shape mode, or the rectangle shape mode, then
# add the brush object to draw_elements_array.
if brush_mode == BrushModes.CIRCLE_SHAPE or brush_mode == BrushModes.RECTANGLE_SHAPE:
add_brush(mouse_pos, brush_mode)
# We handle undo's differently than either pencil or eraser mode, so we need to set undo
# element_list_num to -2 so we can tell if we need to undo a shape. See undo_stroke for details.
undo_element_list_num = UNDO_MODE_SHAPE
# Since we've released the left mouse, we need to get a new mouse_click_start_pos next time
#is_mouse_button_pressed is true.
mouse_click_start_pos = null

# Store mouse_pos as last_mouse_pos now that we're done with _process.
last_mouse_pos = mouse_pos


func check_if_mouse_is_inside_canvas():
# Make sure we have a mouse click starting position.
if mouse_click_start_pos != null:
# Make sure the mouse click starting position is inside the canvas.
# This is so if we start out click outside the canvas (say chosing a color from the color picker)
# and then move our mouse back into the canvas, it won't start painting.
if mouse_click_start_pos.x > TL_node.global_position.x:
if mouse_click_start_pos.y > TL_node.global_position.y:
# Make sure the current mouse position is inside the canvas.
if is_mouse_in_drawing_area:
return true
return false


func undo_stroke():
# Only undo a stroke if we have one.
if undo_element_list_num == UNDO_NONE:
return

# If we are undoing a shape, then we can just remove the latest brush.
if undo_element_list_num == UNDO_MODE_SHAPE:
if brush_data_list.size() > 0:
brush_data_list.remove_at(brush_data_list.size() - 1)

# Now that we've undone a shape, we cannot undo again until another stoke is added.
undo_element_list_num = UNDO_NONE
# NOTE: if we only had shape brushes, then we could remove the above line and could let the user
# undo until we have a empty element list.

# Otherwise we're removing a either a pencil stroke or a eraser stroke.
else:
# Figure out how many elements/brushes we've added in the last stroke.
var elements_to_remove = brush_data_list.size() - undo_element_list_num
# Remove all of the elements we've added this in the last stroke.
#warning-ignore:unused_variable
for elment_num in range(0, elements_to_remove):
brush_data_list.pop_back()

# Now that we've undone a stoke, we cannot undo again until another stoke is added.
undo_element_list_num = UNDO_NONE

# Redraw the brushes
queue_redraw()


func add_brush(mouse_pos, type):
# Make new brush dictionary that will hold all of the data we need for the brush.
var new_brush = {}

# Populate the dictionary with values based on the global brush variables.
# We will override these as needed if the brush is a rectange or circle.
new_brush.brush_type = type
new_brush.brush_pos = mouse_pos
new_brush.brush_shape = brush_shape
new_brush.brush_size = brush_size
new_brush.brush_color = brush_color

# If the new bursh is a rectangle shape, we need to calculate the top left corner of the rectangle and the
# bottom right corner of the rectangle.
if type == BrushModes.RECTANGLE_SHAPE:
var TL_pos = Vector2()
var BR_pos = Vector2()
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var TL_pos = Vector2()
var BR_pos = Vector2()
var tl_pos = Vector2()
var br_pos = Vector2()


# Figure out the left and right positions of the corners and assign them to the proper variable.
if mouse_pos.x < mouse_click_start_pos.x:
TL_pos.x = mouse_pos.x
BR_pos.x = mouse_click_start_pos.x
else:
TL_pos.x = mouse_click_start_pos.x
BR_pos.x = mouse_pos.x

# Figure out the top and bottom positions of the corners and assign them to the proper variable.
if mouse_pos.y < mouse_click_start_pos.y:
TL_pos.y = mouse_pos.y
BR_pos.y = mouse_click_start_pos.y
else:
TL_pos.y = mouse_click_start_pos.y
BR_pos.y = mouse_pos.y

# Assign the positions to the brush.
new_brush.brush_pos = TL_pos
new_brush.brush_shape_rect_pos_BR = BR_pos

# If the brush isa circle shape, then we need to calculate the radius of the circle.
if type == BrushModes.CIRCLE_SHAPE:
# Get the center point inbetween the mouse position and the position of the mouse when we clicked.
var center_pos = Vector2((mouse_pos.x + mouse_click_start_pos.x) / 2, (mouse_pos.y + mouse_click_start_pos.y) / 2)
# Assign the brush position to the center point, and calculate the radius of the circle using the distance from
# the center to the top/bottom positon of the mouse.
new_brush.brush_pos = center_pos
new_brush.brush_shape_circle_radius = center_pos.distance_to(Vector2(center_pos.x, mouse_pos.y))

# Add the brush and update/draw all of the brushes.
brush_data_list.append(new_brush)
queue_redraw()


func _draw():
# Go through all of the brushes in brush_data_list.
for brush in brush_data_list:
match brush.brush_type:
BrushModes.PENCIL:
# If the brush shape is a rectangle, then we need to make a Rect2 so we can use draw_rect.
# Draw_rect draws a rectagle at the top left corner, using the scale for the size.
# So we offset the position by half of the brush size so the rectangle's center is at mouse position.
if brush.brush_shape == BrushShapes.RECTANGLE:
var rect = Rect2(brush.brush_pos - Vector2(brush.brush_size / 2, brush.brush_size / 2), Vector2(brush.brush_size, brush.brush_size))
draw_rect(rect, brush.brush_color)
# If the brush shape is a circle, then we draw a circle at the mouse position,
# making the radius half of brush size (so the circle is brush size pixels in diameter).
elif brush.brush_shape == BrushShapes.CIRCLE:
draw_circle(brush.brush_pos, brush.brush_size / 2, brush.brush_color)
BrushModes.ERASER:
# NOTE: this is a really cheap way of erasing that isn't really erasing!
# However, this gives similar results in a fairy simple way!

# Erasing works exactly the same was as pencil does for both the rectangle shape and the circle shape,
# but instead of using brush.brush_color, we instead use bg_color instead.
if brush.brush_shape == BrushShapes.RECTANGLE:
var rect = Rect2(brush.brush_pos - Vector2(brush.brush_size / 2, brush.brush_size / 2), Vector2(brush.brush_size, brush.brush_size))
draw_rect(rect, bg_color)
elif brush.brush_shape == BrushShapes.CIRCLE:
draw_circle(brush.brush_pos, brush.brush_size / 2, bg_color)
BrushModes.RECTANGLE_SHAPE:
# We make a Rect2 with the postion at the top left. To get the size we take the bottom right position
# and subtract the top left corner's position.
var rect = Rect2(brush.brush_pos, brush.brush_shape_rect_pos_BR - brush.brush_pos)
draw_rect(rect, brush.brush_color)
BrushModes.CIRCLE_SHAPE:
# We simply draw a circle using stored in brush.
draw_circle(brush.brush_pos, brush.brush_shape_circle_radius, brush.brush_color)


func save_picture(path):
# Wait until the frame has finished before getting the texture.
await RenderingServer.frame_post_draw

# Get the viewport image.
var img = get_viewport().get_texture().get_image()
# Crop the image so we only have canvas area.
var cropped_image = img.get_region(Rect2(TL_node.global_position, IMAGE_SIZE))
# Flip the image on the Y-axis (it's flipped upside down by default).
#cropped_image.flip_y()

# Save the image with the passed in path we got from the save dialog.
cropped_image.save_png(path)
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