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Layer visibility is taken into account when exporting the drawing as a .png file

This means that invisible layers will not be included in the final .png file.
This commit is contained in:
OverloadedOrama 2020-03-19 19:28:05 +02:00
parent b7b3d1d924
commit 0ec3af30f4
2 changed files with 31 additions and 20 deletions

View file

@ -17,10 +17,13 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
- A VSplitContainer has been added between the canvas and the timeline. - A VSplitContainer has been added between the canvas and the timeline.
- Notification text is now black on the gold and light themes. - Notification text is now black on the gold and light themes.
- Layer's LineEdit now saves the changes when it loses focus, or when the user presses ESC (or Enter) - Layer's LineEdit now saves the changes when it loses focus, or when the user presses ESC (or Enter)
- LineEdits lose focus when the user presses Enter - thanks to Gaarco!
- Layer visibility is taken into account when exporting the drawing as a .png file. This means that invisible layers will not be included in the final .png file.
### Fixed ### Fixed
- Chinese characters not being rendered in notifications (the labels that appear when undoing/redoing) - Chinese characters not being rendered in notifications (the labels that appear when undoing/redoing)
- Fixed issue when moving frames, the current frame was being shown but the frame next to it was actually the one being drawn on. - Fixed issue when moving frames, the current frame was being shown but the frame next to it was actually the one being drawn on.
- Fixed issue with LineEdits not letting go of focus when the user clicked somewhere else - Thanks to Gaarco! (Issue #167)
## [v0.6.2] - 17-02-2020 ## [v0.6.2] - 17-02-2020

View file

@ -74,18 +74,22 @@ func save_sprite(canvas : Canvas, path : String) -> void:
var whole_image := Image.new() var whole_image := Image.new()
whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8) whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
whole_image.lock() whole_image.lock()
var layer_i := 0
for layer in canvas.layers: for layer in canvas.layers:
var img : Image = layer[0] if Global.layers[layer_i][1]: # If layer is visible
img.lock() var img : Image = layer[0]
if layer[2] < 1: # If we have layer transparency img.lock()
for xx in img.get_size().x: if layer[2] < 1: # If we have layer transparency
for yy in img.get_size().y: for xx in img.get_size().x:
var pixel_color := img.get_pixel(xx, yy) for yy in img.get_size().y:
var alpha : float = pixel_color.a * layer[4] var pixel_color := img.get_pixel(xx, yy)
img.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)) 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) canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), Vector2.ZERO)
layer[0].lock() layer[0].lock()
layer_i += 1
if resize != 100: if resize != 100:
whole_image.unlock() whole_image.unlock()
@ -129,18 +133,22 @@ func save_spritesheet() -> void:
hh = 1 hh = 1
dst.y = canvas.size.y * vv dst.y = canvas.size.y * vv
var layer_i := 0
for layer in canvas.layers: for layer in canvas.layers:
var img : Image = layer[0] if Global.layers[layer_i][1]: # If layer is visible
img.lock() var img : Image = layer[0]
if layer[2] < 1: # If we have layer transparency img.lock()
for xx in img.get_size().x: if layer[2] < 1: # If we have layer transparency
for yy in img.get_size().y: for xx in img.get_size().x:
var pixel_color := img.get_pixel(xx, yy) for yy in img.get_size().y:
var alpha : float = pixel_color.a * layer[4] var pixel_color := img.get_pixel(xx, yy)
img.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)) 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) canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), dst)
layer[0].lock() layer[0].lock()
layer_i += 1
if resize != 100: if resize != 100:
whole_image.unlock() whole_image.unlock()