Basic drawing now disallows drawing X over existing lines and vice versa
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ed2e2c5006
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07a4e47201
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@ -58,69 +58,3 @@ class IntArray2D extends PoolArray2D:
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func clear_flag(row: int, col: int, value: int):
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_array.set(row + col*_rows, _array[row + col*_rows]&(value^XORMASK))
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#class ByteArray2D:
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# var _array: PoolByteArray
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# var _rows := 1
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# var _cols := 1
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# const XORMASK := (1<<8)-1
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# func _init(rows:=1, cols:=1):
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# assert(rows>0)
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# assert(cols>0)
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# _rows = rows
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# _cols = cols
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# _array = PoolByteArray()
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# _array.resize(rows*cols)
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#
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# func set_cell(row: int, col: int, value: int):
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# assert(row < _rows)
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# assert(col < _cols)
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# _array.set(row + col*_rows, value)
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#
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# func get_cell(row: int, col: int) -> int:
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# assert(row < _rows)
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# assert(col < _cols)
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# return _array[row + col*_rows]
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#
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# func get_flag(row: int, col: int, value: int) -> bool:
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# return bool(_array[row + col*_rows] & value)
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#
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# func set_flag(row: int, col: int, value: int):
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# _array.set(row + col*_rows, _array[row + col*_rows]|value)
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#
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# func clear_flag(row: int, col: int, value: int):
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# _array.set(row + col*_rows, _array[row + col*_rows]&(value^XORMASK))
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#class IntArray2D:
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# var _array: PoolIntArray
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# var _rows := 1
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# var _cols := 1
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# const XORMASK := (1<<32)-1
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# func _init(rows:=1, cols:=1):
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# assert(rows>0)
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# assert(cols>0)
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# _rows = rows
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# _cols = cols
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# _array = PoolIntArray()
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# _array.resize(rows*cols)
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#
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# func set_cell(row: int, col: int, value: int):
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# assert(row < _rows)
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# assert(col < _cols)
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# _array.set(row + col*_rows, value)
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#
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# func get_cell(row: int, col: int) -> int:
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# assert(row < _rows)
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# assert(col < _cols)
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# return _array[row + col*_rows]
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#
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# func get_flag(row: int, col: int, value: int) -> bool:
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# return bool(_array[row + col*_rows] & value)
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#
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# func set_flag(row: int, col: int, value: int):
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# _array.set(row + col*_rows, _array[row + col*_rows] | value)
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#
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# func clear_flag(row: int, col: int, value: int):
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# _array.set(row + col*_rows, _array[row + col*_rows]&(value^XORMASK))
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@ -242,26 +242,60 @@ func _input(event: InputEvent) -> void:
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match drag_action:
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DragAction.DRAW_LINE:
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if adx < threshold and ady > threshold:
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corner_marks.set_flag(int(gridpos.y), int(round(gridpos.x)), CornerMark.L_DOWN)
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set_line_down(int(gridpos.y), int(round(gridpos.x)))
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elif adx > threshold and ady < threshold:
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corner_marks.set_flag(int(round(gridpos.y)), int(gridpos.x), CornerMark.L_RIGHT)
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set_line_right(int(round(gridpos.y)), int(gridpos.x))
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DragAction.REMOVE_LINE:
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if adx < threshold and ady > threshold:
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corner_marks.clear_flag(int(gridpos.y), int(round(gridpos.x)), CornerMark.L_DOWN)
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clear_line_down(int(gridpos.y), int(round(gridpos.x)))
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elif adx > threshold and ady < threshold:
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corner_marks.clear_flag(int(round(gridpos.y)), int(gridpos.x), CornerMark.L_RIGHT)
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clear_line_right(int(round(gridpos.y)), int(gridpos.x))
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DragAction.DRAW_X:
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if adx < threshold and ady > threshold:
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corner_marks.set_flag(int(gridpos.y), int(round(gridpos.x)), CornerMark.X_DOWN)
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set_x_down(int(gridpos.y), int(round(gridpos.x)))
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elif adx > threshold and ady < threshold:
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corner_marks.set_flag(int(round(gridpos.y)), int(gridpos.x), CornerMark.X_RIGHT)
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set_x_right(int(round(gridpos.y)), int(gridpos.x))
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DragAction.REMOVE_X:
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if adx < threshold and ady > threshold:
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corner_marks.clear_flag(int(gridpos.y), int(round(gridpos.x)), CornerMark.X_DOWN)
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clear_x_down(int(gridpos.y), int(round(gridpos.x)))
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elif adx > threshold and ady < threshold:
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corner_marks.clear_flag(int(round(gridpos.y)), int(gridpos.x), CornerMark.X_RIGHT)
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clear_x_right(int(round(gridpos.y)), int(gridpos.x))
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DragAction.DRAW_COLOR:
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sel_row = int(gridpos.y)
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sel_col = int(gridpos.x)
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cell_colors.set_cell(sel_row, sel_col, drag_color)
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var undo_stack = []
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func set_line_right(row, col):
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if !corner_marks.get_flag(row, col, CornerMark.L_RIGHT) and !corner_marks.get_flag(row, col, CornerMark.X_RIGHT):
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corner_marks.set_flag(row, col, CornerMark.L_RIGHT)
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# TODO: Add undo stack entry
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func set_line_down(row, col):
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if !corner_marks.get_flag(row, col, CornerMark.L_DOWN) and !corner_marks.get_flag(row, col, CornerMark.X_DOWN):
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corner_marks.set_flag(row, col, CornerMark.L_DOWN)
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func clear_line_right(row, col):
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if corner_marks.get_flag(row, col, CornerMark.L_RIGHT):
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corner_marks.clear_flag(row, col, CornerMark.L_RIGHT)
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func clear_line_down(row, col):
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if corner_marks.get_flag(row, col, CornerMark.L_DOWN):
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corner_marks.clear_flag(row, col, CornerMark.L_DOWN)
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func set_x_right(row, col):
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if !corner_marks.get_flag(row, col, CornerMark.L_RIGHT) and !corner_marks.get_flag(row, col, CornerMark.X_RIGHT):
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corner_marks.set_flag(row, col, CornerMark.X_RIGHT)
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func set_x_down(row, col):
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if !corner_marks.get_flag(row, col, CornerMark.L_DOWN) and !corner_marks.get_flag(row, col, CornerMark.X_DOWN):
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corner_marks.set_flag(row, col, CornerMark.X_DOWN)
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func clear_x_right(row, col):
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if corner_marks.get_flag(row, col, CornerMark.X_RIGHT):
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corner_marks.clear_flag(row, col, CornerMark.X_RIGHT)
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func clear_x_down(row, col):
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if corner_marks.get_flag(row, col, CornerMark.X_DOWN):
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corner_marks.clear_flag(row, col, CornerMark.X_DOWN)
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