Files
agame/ui/paint_panel.gd
2026-10-10 16:07:53 +08:00

135 lines
4.3 KiB
GDScript

extends Control
## 画脸面板:把 FaceRig 的笔画层显示出来,并把鼠标坐标换算成画布坐标喂给画笔。
##
## 面板自己不画任何东西 —— 笔画直接落在 FaceRig 的画笔上,所以关掉面板后角色脸上立刻就是刚画的。
## 打开时拍一张快照,点「取消」还原;点「完成」才写进存档。
signal finished
signal cancelled
## 画布在屏幕上的显示边长。真实画布是 rig.canvas_size 见方,坐标按比例换算
const VIEW_SIZE := 420
@onready var _canvas_rect: TextureRect = %StrokeRect
@onready var _preset_rect: TextureRect = %PresetRect
@onready var _color_button: ColorPickerButton = %ColorButton
@onready var _width_slider: HSlider = %WidthSlider
@onready var _width_label: Label = %WidthLabel
@onready var _eraser_toggle: CheckButton = %EraserToggle
@onready var _name_edit: LineEdit = %NameEdit
var _rig: FaceRig
## 打开面板时的笔画层快照,取消时还原
var _snapshot: PackedByteArray
## 打开面板时选中的表情 ID,取消时还原
var _expression_before: String = ""
## 左键是不是按着 —— 拖拽判定用这个,不看 motion 事件里的 button_mask
var _drawing := false
func _ready() -> void:
visible = false
_canvas_rect.custom_minimum_size = Vector2(VIEW_SIZE, VIEW_SIZE)
_canvas_rect.gui_input.connect(_on_canvas_input)
_color_button.color_changed.connect(_on_color_changed)
_width_slider.value_changed.connect(_on_width_changed)
_eraser_toggle.toggled.connect(_on_eraser_toggled)
%ClearButton.pressed.connect(_on_clear)
%DoneButton.pressed.connect(_on_done)
%CancelButton.pressed.connect(_on_cancel)
_on_width_changed(_width_slider.value)
# ---------------- 对外接口 ----------------
## 打开面板并绑定到 FaceRig。start_blank = true 时先快照再清空,取消可完整还原。
func open(rig: FaceRig, start_blank: bool = false) -> void:
if rig == null or rig.painter == null:
push_warning("画脸面板没拿到可用的 FaceRig")
return
_rig = rig
_snapshot = rig.painter.snapshot()
_expression_before = rig.selected_expression_id
if start_blank:
rig.select_blank(true)
_canvas_rect.texture = rig.painter.texture
%SkinRect.color = rig.skin_color
_preset_rect.texture = rig.selected_expression_texture
_name_edit.text = ""
rig.painter.brush_color = _color_button.color
rig.painter.brush_width = _width_slider.value
rig.painter.erasing = _eraser_toggle.button_pressed
visible = true
# ---------------- 画布输入 ----------------
## 屏幕坐标 → 画布坐标。显示尺寸和画布尺寸不一致时按比例缩
func _canvas_pos(event: InputEventMouse) -> Vector2:
var scale_factor := float(_rig.painter.canvas_size) / maxf(1.0, _canvas_rect.size.x)
return event.position * scale_factor
func _on_canvas_input(event: InputEvent) -> void:
if _rig == null:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
# 自己记「按没按下」,不靠 motion 事件里的 button_mask —— 那个字段不总是可靠
_drawing = event.pressed
if event.pressed:
_rig.painter.begin_stroke(_canvas_pos(event))
else:
_rig.painter.end_stroke()
elif event is InputEventMouseMotion and _drawing:
_rig.painter.extend_stroke(_canvas_pos(event))
# ---------------- 工具条 ----------------
func _on_color_changed(c: Color) -> void:
if _rig != null:
_rig.painter.brush_color = c
# 选了颜色就顺手退出橡皮 —— 不然「我选了红色怎么还是擦」
_eraser_toggle.set_pressed_no_signal(false)
if _rig != null:
_rig.painter.erasing = false
func _on_width_changed(w: float) -> void:
if _rig != null:
_rig.painter.brush_width = w
_width_label.text = "%d px" % int(w)
func _on_eraser_toggled(on: bool) -> void:
if _rig != null:
_rig.painter.erasing = on
func _on_clear() -> void:
if _rig != null:
_rig.painter.clear()
func _on_done() -> void:
if _rig == null:
return
var saved := _rig.save_drawing_as_expression(_name_edit.text)
if saved.is_empty():
push_warning("表情保存失败,请检查本地磁盘空间和写入权限")
return
visible = false
finished.emit()
func _on_cancel() -> void:
if _rig != null:
if not _expression_before.is_empty():
_rig.select_expression(_expression_before, false)
else:
_rig.select_blank(false)
if _snapshot.size() > 0:
_rig.painter.restore(_snapshot)
visible = false
cancelled.emit()