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Pixelorama/Scripts/Dialogs/ExportSprites.gd

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4.3 KiB
GDScript3
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extends FileDialog
var current_export_path := ""
var export_option := 0
var resize := 100
var interpolation = Image.INTERPOLATE_NEAREST
var frames_spinbox : SpinBox
var per_rows := false
var spritesheet_rows = 1
var spritesheet_columns = 1
func _ready() -> void:
frames_spinbox = Global.find_node_by_name(self, "Frames")
var children := []
for i in range(get_child_count()):
if i > 7:
children.append(get_child(i))
for child in children:
remove_child(child)
get_vbox().add_child(child)
func _on_ExportOption_item_selected(ID : int) -> void:
export_option = ID
var spritesheet_container = Global.find_node_by_name(self, "Spritesheet")
if ID > 1:
spritesheet_container.visible = true
else:
spritesheet_container.visible = false
func _on_ResizeValue_value_changed(value) -> void:
resize = value
func _on_Interpolation_item_selected(ID : int) -> void:
interpolation = ID
func _on_ColumnsOrRows_item_selected(ID) -> void:
per_rows = bool(ID)
# Update spritesheet_rows/columns variable
_on_Frames_value_changed(frames_spinbox.value)
func _on_Frames_value_changed(value):
value = min(value, Global.canvases.size())
if per_rows:
spritesheet_rows = value
frames_spinbox.value = spritesheet_rows
else:
spritesheet_columns = value
frames_spinbox.value = spritesheet_columns
func _on_ExportSprites_file_selected(path : String) -> void:
current_export_path = path
Global.file_menu.get_popup().set_item_text(5, tr("Export") + " %s" % path.get_file())
export_project()
func export_project() -> void:
if export_option == 0: # Export current frame
save_sprite(Global.canvas, current_export_path)
elif export_option == 1: # Export all frames as multiple files
var i := 1
for canvas in Global.canvases:
var path := "%s_%s" % [current_export_path, str(i)]
path = path.replace(".png", "")
path = "%s.png" % path
save_sprite(canvas, path)
i += 1
elif export_option == 2: # Export all frames as a spritesheet (single file)
save_spritesheet()
Global.notification_label("File exported")
func save_sprite(canvas : Canvas, path : String) -> void:
var whole_image := Image.new()
whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
whole_image.lock()
for layer in canvas.layers:
var img : Image = layer[0]
img.lock()
if layer[4] < 1: # If we have layer transparency
for xx in img.get_size().x:
for yy in img.get_size().y:
var pixel_color := img.get_pixel(xx, yy)
var alpha : float = pixel_color.a * layer[4]
img.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), Vector2.ZERO)
layer[0].lock()
if resize != 100:
whole_image.resize(whole_image.get_size().x * resize / 100, whole_image.get_size().y * resize / 100, interpolation)
var err = whole_image.save_png(path)
if err != OK:
OS.alert("Can't save file")
func save_spritesheet() -> void:
if per_rows:
spritesheet_columns = ceil(Global.canvases.size() / spritesheet_rows)
else:
spritesheet_rows = ceil(Global.canvases.size() / spritesheet_columns)
var width = Global.canvas.size.x * spritesheet_rows
var height = Global.canvas.size.y * spritesheet_columns
var whole_image := Image.new()
whole_image.create(width, height, false, Image.FORMAT_RGBA8)
whole_image.lock()
var dst := Vector2.ZERO
var hh := 0
var vv := 0
for canvas in Global.canvases:
if per_rows:
if vv < spritesheet_columns:
dst.y = canvas.size.y * vv
vv += 1
else:
hh += 1
dst.y = 0
vv = 1
dst.x = canvas.size.x * hh
else:
if hh < spritesheet_rows:
dst.x = canvas.size.x * hh
hh += 1
else:
vv += 1
dst.x = 0
hh = 1
dst.y = canvas.size.y * vv
for layer in canvas.layers:
var img : Image = layer[0]
img.lock()
if layer[4] < 1: # If we have layer transparency
for xx in img.get_size().x:
for yy in img.get_size().y:
var pixel_color := img.get_pixel(xx, yy)
var alpha : float = pixel_color.a * layer[4]
img.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), dst)
layer[0].lock()
if resize != 100:
whole_image.resize(width * resize / 100, height * resize / 100, interpolation)
var err = whole_image.save_png(current_export_path)
if err != OK:
OS.alert("Can't save file")