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Palette switching bug fix

This commit is contained in:
CheetoHead 2019-12-16 10:14:16 -05:00
parent 5013fe2d4c
commit b57e2c3c74

View file

@ -4,47 +4,12 @@ var palette_button = preload("res://Prefabs/PaletteButton.tscn");
var current_palette = "Default"
var default_palette = [
Color("#FF000000"),
Color("#FF222034"),
Color("#FF45283c"),
Color("#FF663931"),
Color("#FF8f563b"),
Color("#FFdf7126"),
Color("#FFd9a066"),
Color("#FFeec39a"),
Color("#FFfbf236"),
Color("#FF99e550"),
Color("#FF6abe30"),
Color("#FF37946e"),
Color("#FF4b692f"),
Color("#FF524b24"),
Color("#FF323c39"),
Color("#FF3f3f74"),
Color("#FF306082"),
Color("#FF5b6ee1"),
Color("#FF639bff"),
Color("#FF5fcde4"),
Color("#FFcbdbfc"),
Color("#FFffffff"),
Color("#FF9badb7"),
Color("#FF847e87"),
Color("#FF696a6a"),
Color("#FF595652"),
Color("#FF76428a"),
Color("#FFac3232"),
Color("#FFd95763"),
Color("#FFd77bba"),
Color("#FF8f974a"),
Color("#FF8a6f30")
]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Global.palettes["Default"] = default_palette
_load_palettes()
#Select default palette "Default"
on_palette_select(current_palette)
pass # Replace with function body.
@ -57,26 +22,32 @@ func _clear_swatches() -> void:
func on_palette_select(palette_name : String) -> void:
_clear_swatches()
if Global.palettes.has(palette_name):
if Global.palettes.has(palette_name): #Palette exists in memory
current_palette = palette_name
_display_palette(Global.palettes[palette_name])
else:
else: #Use default on fail
current_palette = "Default"
_display_palette(Global.palettes["Default"])
pass
func _display_palette(palette : Array) -> void:
var index := 0
for color_data in palette:
var color = Color(color_data.data)
var new_button = palette_button.instance()
new_button.get_child(0).modulate = color
new_button.hint_tooltip = color_data.data.to_upper() + " " + color_data.name
new_button.connect("pressed", self, "on_color_select", [index])
add_child(new_button)
index += 1
pass
func on_color_select(index : int) -> void:
var color = Color(Global.palettes[current_palette][index].data)
if Input.is_action_just_released("left_mouse"):
Global.left_color_picker.color = color
Global.update_left_custom_brush()
@ -92,6 +63,7 @@ func _load_palettes() -> void:
if not dir.dir_exists("user://palettes"):
dir.make_dir("user://palettes");
dir.make_dir("user://palettes/custom");
dir.copy("res://Assets/Graphics/Palette/default_palette.json","user://palettes/default_palette.json");
dir.copy("res://Assets/Graphics/Palette/bubblegum16.json","user://palettes/bubblegum16.json");
@ -121,6 +93,7 @@ func _load_palettes() -> void:
pass
func load_palette(path : String) -> String:
# Open file for reading
var file := File.new()
file.open(path, File.READ)
@ -128,7 +101,7 @@ func load_palette(path : String) -> String:
var result_json = JSON.parse(text)
var result = {}
var palette_name = null
var palette_name = null # Default error condition
if result_json.error != OK: # If parse has errors
print("Error: ", result_json.error)
@ -136,7 +109,7 @@ func load_palette(path : String) -> String:
print("Error String: ", result_json.error_string)
else: # If parse OK
var data = result_json.result
if data.has("name"):
if data.has("name"): #If data is 'valid' palette file
palette_name = data.name
Global.palettes[data.name] = data.colors
@ -145,13 +118,16 @@ func load_palette(path : String) -> String:
return palette_name
func _save_palette(palette : Array, name : String, path : String):
# Open file for writing
var file := File.new()
file.open(path, File.WRITE)
# Create palette data
var data := {}
data.name = name
data.colors = palette
# Write palette data to file
file.store_string(JSON.print(data))
file.close()