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Pixelorama/src/Autoload/Palettes.gd

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GDScript3
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extends Node
const DEFAULT_PALETTE_NAME = "Default"
# Presets for creating a new palette
enum NewPalettePresetType {
Empty = 0,
FromCurrentPalette = 1,
FromCurrentSprite = 2,
FromCurrentSelection = 3
}
# Color options when user creates a new palette from current sprite or selection
enum GetColorsFrom {
CurrentFrame = 0,
CurrentCel = 1,
AllFrames = 2
}
# All available palettes
var palettes := {}
# Currently displayed palette
var current_palette = null
# Indexes of colors that are selected in palette
# by left and right mouse button
var left_selected_color := -1
var right_selected_color := -1
func _ready() -> void:
load_palettes()
pass
func get_palettes() -> Dictionary:
return palettes
func get_current_palette() -> Palette:
return current_palette
func does_palette_exist(palette_name: String) -> bool:
for palette_path in palettes.keys():
var file_name = palette_path.get_basename().get_file()
var stripped_palette_name = Palette.strip_unvalid_characters(palette_name)
if file_name == stripped_palette_name:
return true
return false
func select_palette(palette_path: String) -> void:
current_palette = palettes.get(palette_path)
clear_selected_colors()
func is_any_palette_selected() -> bool:
if self.current_palette:
return true
return false
func current_palette_save() -> String:
var save_path = ""
if current_palette:
save_path = save_palette(self.current_palette)
return save_path
func save_palette(palette: Palette) -> String:
Global.directory_module.ensure_xdg_user_dirs_exist()
var palettes_write_path: String = Global.directory_module.get_palette_write_path()
# Save old resource name and set new resource name
var old_resource_name = palette.resource_name
palette.set_resource_name(palette.name)
# If resource name changed remove the old palette file
if old_resource_name != palette.resource_name:
var old_palette = palettes_write_path.plus_file(old_resource_name) + ".tres"
delete_palette(old_palette)
# Save palette
var save_path = palettes_write_path.plus_file(palette.resource_name) + ".tres"
palette.resource_path = save_path
var err = ResourceSaver.save(save_path, palette)
if err != OK:
Global.notification_label("Failed to save palette")
return save_path
func create_new_palette(preset: int, name: String, comment: String, width: int, height: int, add_alpha_colors: bool, get_colors_from: int) -> void:
check_palette_settings_values(name, width, height)
match preset:
NewPalettePresetType.Empty:
create_new_empty_palette(name, comment, width, height)
NewPalettePresetType.FromCurrentPalette:
create_new_palette_from_current_palette(name, comment)
NewPalettePresetType.FromCurrentSprite:
create_new_palette_from_current_sprite(name, comment, width, height, add_alpha_colors, get_colors_from)
NewPalettePresetType.FromCurrentSelection:
create_new_palette_from_current_selection(name, comment, width, height, add_alpha_colors, get_colors_from)
func create_new_empty_palette(name: String, comment: String, width: int, height: int) -> void:
var new_palette: Palette = Palette.new(name, width, height, comment)
var palette_path := save_palette(new_palette)
palettes[palette_path] = new_palette
select_palette(palette_path)
func create_new_palette_from_current_palette(name: String, comment: String) -> void:
var new_palette: Palette = current_palette.duplicate()
new_palette.name = name
new_palette.comment = comment
new_palette.set_resource_name(name)
var palette_path := save_palette(new_palette)
palettes[palette_path] = new_palette
select_palette(palette_path)
func create_new_palette_from_current_selection(name: String, comment: String, width: int, height: int, add_alpha_colors: bool, get_colors_from: int):
var new_palette: Palette = Palette.new(name, width, height, comment)
var current_project = Global.current_project
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 18:30:12 +00:00
var pixels := []
for x in current_project.size.x:
for y in current_project.size.y:
var pos := Vector2(x, y)
if current_project.selection_bitmap.get_bit(pos):
pixels.append(pos)
fill_new_palette_with_colors(pixels, new_palette, add_alpha_colors, get_colors_from)
func create_new_palette_from_current_sprite(name: String, comment: String, width: int, height: int, add_alpha_colors: bool, get_colors_from: int):
var new_palette: Palette = Palette.new(name, width, height, comment)
var current_project = Global.current_project
var pixels := []
for x in current_project.size.x:
for y in current_project.size.y:
pixels.append(Vector2(x, y))
fill_new_palette_with_colors(pixels, new_palette, add_alpha_colors, get_colors_from)
func fill_new_palette_with_colors(pixels: Array, new_palette: Palette, add_alpha_colors: bool, get_colors_from: int):
var current_project = Global.current_project
var cels := []
match get_colors_from:
GetColorsFrom.CurrentCel:
for cel_index in current_project.selected_cels:
var cel : Cel = current_project.frames[cel_index[0]].cels[cel_index[1]]
cels.append(cel)
GetColorsFrom.CurrentFrame:
for cel in current_project.frames[current_project.current_frame].cels:
cels.append(cel)
GetColorsFrom.AllFrames:
for frame in current_project.frames:
for cel in frame.cels:
cels.append(cel)
for cel in cels:
var cel_image := Image.new()
cel_image.copy_from(cel.image)
cel_image.lock()
if cel_image.is_invisible():
continue
for i in pixels:
var color : Color = cel_image.get_pixelv(i)
if color.a > 0:
if not add_alpha_colors:
color.a = 1
if not new_palette.has_color(color):
new_palette.add_color(color)
cel_image.unlock()
var palette_path := save_palette(new_palette)
palettes[palette_path] = new_palette
select_palette(palette_path)
func current_palette_edit(name: String, comment: String, width: int, height: int) -> void:
check_palette_settings_values(name, width, height)
current_palette.edit(name, width, height, comment)
var palette_path = current_palette_save()
palettes[palette_path] = current_palette
func delete_palette(path: String) -> void:
var dir = Directory.new()
dir.remove(path)
palettes.erase(path)
func current_palete_delete() -> void:
delete_palette(current_palette.resource_path)
if palettes.size() > 0:
select_palette(palettes.keys()[0])
else:
current_palette = null
func current_palette_add_color(mouse_button: int, start_index: int = 0) -> void:
if not current_palette.is_full() and (mouse_button == BUTTON_LEFT or mouse_button == BUTTON_RIGHT):
# Get color on left or right tool
var color = Tools.get_assigned_color(mouse_button)
current_palette.add_color(color, start_index)
current_palette_save()
func current_palette_get_color(index: int) -> Color:
return current_palette.get_color(index)
func current_palette_set_color(index: int, color: Color) -> void:
current_palette.set_color(index, color)
current_palette_save()
func current_palette_delete_color(index: int) -> void:
current_palette.remove_color(index)
current_palette_save()
func current_palette_swap_colors(source_index: int, target_index: int) -> void:
current_palette.swap_colors(source_index, target_index)
select_color(BUTTON_LEFT, target_index)
current_palette_save()
func current_palette_copy_colors(from: int, to: int) -> void:
current_palette.copy_colors(from, to)
current_palette_save()
func current_palette_insert_color(from: int, to: int) -> void:
var from_color = current_palette.colors[from]
current_palette.remove_color(from)
current_palette.insert_color(to, from_color.color)
current_palette_save()
func current_palette_get_selected_color_index(mouse_button: int) -> int:
match mouse_button:
BUTTON_LEFT:
return left_selected_color
BUTTON_RIGHT:
return right_selected_color
_:
return -1
func current_palette_select_color(mouse_button: int, index: int) -> void:
var color = current_palette_get_color(index)
if color == null:
return
match mouse_button:
BUTTON_LEFT:
Tools.assign_color(color, mouse_button)
BUTTON_RIGHT:
Tools.assign_color(color, mouse_button)
select_color(mouse_button, index)
func select_color(mouse_button: int, index: int) -> void:
match mouse_button:
BUTTON_LEFT:
left_selected_color = index
BUTTON_RIGHT:
right_selected_color = index
func clear_selected_colors() -> void:
left_selected_color = -1
right_selected_color = -1
func current_palette_is_empty() -> bool:
return current_palette.is_empty()
func current_palette_is_full() -> bool:
return current_palette.is_full()
func check_palette_settings_values(name: String, width: int, height: int) -> bool:
# Just in case. These values should be not allowed in gui.
if name.length() <= 0 or width <= 0 or height <= 0:
printerr("Palette width, height and name length must be greater than 0!")
return false
return true
func load_palettes() -> void:
Global.directory_module.ensure_xdg_user_dirs_exist()
var search_locations = Global.directory_module.get_palette_search_path_in_order()
var priority_ordered_files := get_palette_priority_file_map(search_locations)
var palettes_write_path: String = Global.directory_module.get_palette_write_path()
# Iterate backwards, so any palettes defined in default files
# get overwritten by those of the same name in user files
search_locations.invert()
priority_ordered_files.invert()
for i in range(len(search_locations)):
# If palette is not in palettes write path - make it's copy in the write path
var make_copy := false
if search_locations[i] != palettes_write_path:
make_copy = true
var base_directory : String = search_locations[i]
var palette_files : Array = priority_ordered_files[i]
for file_name in palette_files:
var palette: Palette = load(base_directory.plus_file(file_name))
if palette:
if make_copy:
# Makes a copy of the palette
save_palette(palette)
palette.resource_name = palette.resource_path.get_file().trim_suffix(".tres")
# On Windows for some reason paths can contain "res://" in front of them which breaks saving
palette.resource_path = palette.resource_path.trim_prefix("res://")
palettes[palette.resource_path] = palette
# Store index of the default palette
if palette.name == DEFAULT_PALETTE_NAME:
select_palette(palette.resource_path)
if not current_palette && palettes.size() > 0:
select_palette(palettes.keys()[0])
# This returns an array of arrays, with priorities.
# In particular, it takes an array of paths to look for
# arrays in, in order of file and palette override priority
# such that the files in the first directory override the
# second, third, etc. ^.^
# It returns an array of arrays, where each output array
# corresponds to the given input array at the same index, and
# contains the (relative to the given directory) palette files
# to load, excluding all ones already existing in higher-priority
# directories. nya
# in particular, this also means you can run backwards on the result
# so that palettes with the given palette name in the higher priority
# directories override those set in lower priority directories :)
func get_palette_priority_file_map(looking_paths: Array) -> Array:
var final_list := []
# Holds pattern files already found
var working_file_set : Dictionary = {}
for search_directory in looking_paths:
var to_add_files := []
var files = get_palette_files(search_directory)
# files to check
for maybe_to_add in files:
if not maybe_to_add in working_file_set:
to_add_files.append(maybe_to_add)
working_file_set[maybe_to_add] = true
final_list.append(to_add_files)
return final_list
# Get the palette files in a single directory.
# if it does not exist, return []
func get_palette_files(path : String ) -> Array:
var dir := Directory.new()
var results = []
if not dir.dir_exists(path):
return []
dir.open(path)
dir.list_dir_begin()
while true:
var file_name = dir.get_next()
if file_name == "":
break
elif (not file_name.begins_with(".")) && file_name.to_lower().ends_with("tres") && not dir.current_is_dir():
results.append(file_name)
dir.list_dir_end()
return results
# Locate the highest priority palette by the given relative filename
# If none is found in the directories, then do nothing and return null
func get_best_palette_file_location(looking_paths: Array, fname: String): # -> String:
var priority_fmap : Array = get_palette_priority_file_map(looking_paths)
for i in range(len(looking_paths)):
var base_path : String = looking_paths[i]
var the_files : Array = priority_fmap[i]
if the_files.has(fname):
return base_path.plus_file(fname)
return null
func import_palette(path: String) -> void:
if does_palette_exist(path.get_basename().get_file()):
# If there is a palette with same name ignore import for now
return
var palette : Palette = null
match path.to_lower().get_extension():
"tres":
palette = load(path)
"gpl":
var file = File.new()
if file.file_exists(path):
file.open(path, File.READ)
var text = file.get_as_text()
file.close()
palette = import_gpl(path, text)
"pal":
var file = File.new()
if file.file_exists(path):
file.open(path, File.READ)
var text = file.get_as_text()
file.close()
palette = import_pal_palette(path, text)
"png", "bmp", "hdr", "jpg", "jpeg", "svg", "tga", "webp":
var image := Image.new()
var err := image.load(path)
if !err:
palette = import_image_palette(path, image)
"json":
var file = File.new()
if file.file_exists(path):
file.open(path, File.READ)
var text = file.get_as_text()
file.close()
palette = import_json_palette(text)
if palette:
var palette_path := save_palette(palette)
palettes[palette_path] = palette
select_palette(palette_path)
Global.palette_panel.setup_palettes_selector()
Global.palette_panel.select_palette(palette_path)
func import_gpl(path: String, text: String) -> Palette:
# Refer to app/core/gimppalette-load.c of the GIMP for the "living spec"
var result : Palette = null
var lines = text.split('\n')
var line_number := 0
var palette_name := path.get_basename().get_file()
var comments := ""
var colors := PoolColorArray()
for line in lines:
# Check if valid Gimp Palette Library file
if line_number == 0:
if not "GIMP Palette" in line:
return result
# Comments
if line.begins_with('#'):
comments += line.trim_prefix('#') + '\n'
# Some programs output palette name in a comment for old format
if line.begins_with("#Palette Name: "):
palette_name = line.replace("#Palette Name: ", "")
elif line.begins_with("Name: "):
palette_name = line.replace("Name: ", "")
elif line.begins_with("Columns: "):
# Number of colors in this palette. Unecessary and often wrong
continue
elif line_number > 0 && line.length() >= 9:
line = line.replace("\t", " ")
var color_data : PoolStringArray = line.split(" ", false, 4)
var red : float = color_data[0].to_float() / 255.0
var green : float = color_data[1].to_float() / 255.0
var blue : float = color_data[2].to_float() / 255.0
var color = Color(red, green, blue)
if color_data.size() >= 4:
# Ignore color name for now - result.add_color(color, color_data[3])
colors.append(color)
#
else:
colors.append(color)
line_number += 1
if line_number > 0:
var height : int = ceil(colors.size() / 8.0)
result = Palette.new(palette_name, 8, height, comments)
for color in colors:
result.add_color(color)
return result
func import_pal_palette(path: String, text: String) -> Palette:
var result: Palette = null
var colors := PoolColorArray()
var lines = text.split('\n')
if not 'JASC-PAL' in lines[0] or not '0100' in lines[1]:
return result
var num_colors = int(lines[2])
for i in range(3, num_colors + 3):
var color_data = lines[i].split(' ')
var red : float = color_data[0].to_float() / 255.0
var green : float = color_data[1].to_float() / 255.0
var blue : float = color_data[2].to_float() / 255.0
var color = Color(red, green, blue)
colors.append(color)
var height : int = ceil(colors.size() / 8.0)
result = Palette.new(path.get_basename().get_file(), 8, height)
for color in colors:
result.add_color(color)
return result
func import_image_palette(path: String, image: Image) -> Palette:
var colors := []
var height: int = image.get_height()
var width: int = image.get_width()
# Iterate all pixels and store unique colors to palete
image.lock()
for y in range(0, height):
for x in range(0, width):
var color: Color = image.get_pixel(x, y)
if !colors.has(color):
colors.append(color)
image.unlock()
var palette_height : int = ceil(colors.size() / 8.0)
var result: Palette = Palette.new(path.get_basename().get_file(), 8, palette_height)
for color in colors:
result.add_color(color)
return result
# Import of deprecated older json palette format
func import_json_palette(text: String):
var result: Palette = Palette.new()
var result_json = JSON.parse(text)
if result_json.error != OK: # If parse has errors
printerr("JSON palette import error")
printerr("Error: ", result_json.error)
printerr("Error Line: ", result_json.error_line)
printerr("Error String: ", result_json.error_string)
result = null
else: # If parse OK
var data = result_json.result
if data.has("name"): # If data is 'valid' palette file
result.name = data.name
if data.has("comments"):
result.comment = data.comments
if data.has("colors"):
for color_data in data.colors:
var color: Color = Color(color_data.data)
result.add_color(color)
return result