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Pixelorama/src/UI/Dialogs/TileModeOffsetsDialog.gd

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GDScript3
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extends ConfirmationDialog
onready var x_basis_x_spinbox: SpinBox = $VBoxContainer/HBoxContainer/OptionsContainer/XBasisX
onready var x_basis_y_spinbox: SpinBox = $VBoxContainer/HBoxContainer/OptionsContainer/XBasisY
onready var y_basis_x_spinbox: SpinBox = $VBoxContainer/HBoxContainer/OptionsContainer/YBasisX
onready var y_basis_y_spinbox: SpinBox = $VBoxContainer/HBoxContainer/OptionsContainer/YBasisY
onready var preview_rect: Control = $VBoxContainer/AspectRatioContainer/Preview
onready var tile_mode: Node2D = $VBoxContainer/AspectRatioContainer/Preview/TileMode
func _ready() -> void:
Global.connect("cel_changed", self, "change_mask")
yield(get_tree(), "idle_frame")
change_mask()
func _on_TileModeOffsetsDialog_about_to_show() -> void:
tile_mode.draw_center = true
tile_mode.tiles = Tiles.new(Global.current_project.size)
tile_mode.tiles.mode = Tiles.MODE.BOTH
if Global.current_project.tiles.mode != Tiles.MODE.NONE:
tile_mode.tiles.mode = Global.current_project.tiles.mode
if Global.current_project.tiles.mode != Tiles.MODE.NONE:
tile_mode.tiles.mode = Global.current_project.tiles.mode
tile_mode.tiles.x_basis = Global.current_project.tiles.x_basis
tile_mode.tiles.y_basis = Global.current_project.tiles.y_basis
x_basis_x_spinbox.value = tile_mode.tiles.x_basis.x
x_basis_y_spinbox.value = tile_mode.tiles.x_basis.y
y_basis_x_spinbox.value = tile_mode.tiles.y_basis.x
y_basis_y_spinbox.value = tile_mode.tiles.y_basis.y
_show_options()
if Global.current_project.tiles.mode == Tiles.MODE.X_AXIS:
y_basis_x_spinbox.visible = false
y_basis_y_spinbox.visible = false
$VBoxContainer/HBoxContainer/OptionsContainer/YBasisXLabel.visible = false
$VBoxContainer/HBoxContainer/OptionsContainer/YBasisYLabel.visible = false
elif Global.current_project.tiles.mode == Tiles.MODE.Y_AXIS:
x_basis_x_spinbox.visible = false
x_basis_y_spinbox.visible = false
$VBoxContainer/HBoxContainer/OptionsContainer/XBasisXLabel.visible = false
$VBoxContainer/HBoxContainer/OptionsContainer/XBasisYLabel.visible = false
update_preview()
func _show_options():
x_basis_x_spinbox.visible = true
x_basis_y_spinbox.visible = true
y_basis_x_spinbox.visible = true
y_basis_y_spinbox.visible = true
$VBoxContainer/HBoxContainer/OptionsContainer/YBasisXLabel.visible = true
$VBoxContainer/HBoxContainer/OptionsContainer/YBasisYLabel.visible = true
$VBoxContainer/HBoxContainer/OptionsContainer/XBasisXLabel.visible = true
$VBoxContainer/HBoxContainer/OptionsContainer/XBasisYLabel.visible = true
func _on_TileModeOffsetsDialog_confirmed() -> void:
Global.current_project.tiles.x_basis = tile_mode.tiles.x_basis
Global.current_project.tiles.y_basis = tile_mode.tiles.y_basis
Global.canvas.tile_mode.update()
Global.transparent_checker.update_rect()
func _on_XBasisX_value_changed(value: int) -> void:
tile_mode.tiles.x_basis.x = value
update_preview()
func _on_XBasisY_value_changed(value: int) -> void:
tile_mode.tiles.x_basis.y = value
update_preview()
func _on_YBasisX_value_changed(value: int) -> void:
tile_mode.tiles.y_basis.x = value
update_preview()
func _on_YBasisY_value_changed(value: int) -> void:
tile_mode.tiles.y_basis.y = value
update_preview()
func update_preview() -> void:
var bounding_rect: Rect2 = tile_mode.tiles.get_bounding_rect()
var offset := -bounding_rect.position
var axis_scale := preview_rect.rect_size / bounding_rect.size
var min_scale: Vector2 = preview_rect.rect_size / (tile_mode.tiles.tile_size * 3.0)
var scale: float = [axis_scale.x, axis_scale.y, min_scale.x, min_scale.y].min()
var t := Transform2D.IDENTITY.translated(offset).scaled(Vector2(scale, scale))
var transformed_bounding_rect: Rect2 = t.xform(bounding_rect)
var centering_offset := (preview_rect.rect_size - transformed_bounding_rect.size) / 2.0
t = t.translated(centering_offset / scale)
tile_mode.transform = t
tile_mode.update()
preview_rect.get_node("TransparentChecker").rect_size = preview_rect.rect_size
func _on_TileModeOffsetsDialog_popup_hide() -> void:
Global.dialog_open(false)
func _on_TileModeOffsetsDialog_item_rect_changed():
if tile_mode:
update_preview()
func _on_Reset_pressed():
var size = Global.current_project.size
tile_mode.tiles.x_basis = Vector2(size.x, 0)
tile_mode.tiles.y_basis = Vector2(0, size.y)
x_basis_x_spinbox.value = size.x
x_basis_y_spinbox.value = 0
y_basis_x_spinbox.value = 0
y_basis_y_spinbox.value = size.y
update_preview()
func change_mask():
if Global.current_project.tiles.mode == Tiles.MODE.NONE:
return
var frame_idx = Global.current_project.current_frame
var current_frame = Global.current_project.frames[frame_idx]
var tiles = Global.current_project.tiles
var size = tiles.tile_size
var image := Image.new()
image.create(size.x, size.y, false, Image.FORMAT_RGBA8)
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 21:22:29 +02:00
Export.blend_all_layers(image, current_frame)
if (
image.get_used_rect().size == Vector2.ZERO
or not $VBoxContainer/HBoxContainer/Masking.pressed
):
tiles.reset_mask()
else:
load_mask(image)
func load_mask(image: Image):
Global.current_project.tiles.tile_mask = image
Global.current_project.tiles.has_mask = true
func _on_Masking_toggled(_button_pressed: bool) -> void:
change_mask()