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Saving .png files is now possible in HTML5

Addresses #280. Huge thanks to https://github.com/Pukkah/HTML5-File-Exchange-for-Godot
This commit is contained in:
OverloadedOrama 2020-06-30 18:32:16 +03:00
parent 6b26bb5b10
commit fb7c1a1874
3 changed files with 117 additions and 3 deletions

View file

@ -97,6 +97,7 @@ Global="*res://src/Autoload/Global.gd"
Import="*res://src/Autoload/Import.gd"
OpenSave="*res://src/Autoload/OpenSave.gd"
DrawingAlgos="*res://src/Autoload/DrawingAlgos.gd"
Html5FileExchange="*res://src/Autoload/HTML5FileExchange.gd"
[debug]

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@ -0,0 +1,105 @@
extends Node
# Code taken and modified from https://github.com/Pukkah/HTML5-File-Exchange-for-Godot
# Thanks to Pukkah from GitHub for providing the original code
signal InFocus
func _ready() -> void:
if OS.get_name() == "HTML5" and OS.has_feature('JavaScript'):
_define_js()
func _notification(notification:int) -> void:
if notification == MainLoop.NOTIFICATION_WM_FOCUS_IN:
emit_signal("InFocus")
func _define_js() -> void:
# Define JS script
JavaScript.eval("""
var fileData;
var fileType;
var fileName;
var canceled;
function upload_image() {
canceled = true;
var input = document.createElement('INPUT');
input.setAttribute("type", "file");
input.setAttribute("accept", "image/png, image/jpeg, image/webp");
input.click();
input.addEventListener('change', event => {
if (event.target.files.length > 0){
canceled = false;}
var file = event.target.files[0];
var reader = new FileReader();
fileType = file.type;
fileName = file.name;
reader.readAsArrayBuffer(file);
reader.onloadend = function (evt) {
if (evt.target.readyState == FileReader.DONE) {
fileData = evt.target.result;
}
}
});
}
function download(fileName, byte, type) {
var buffer = Uint8Array.from(byte);
var blob = new Blob([buffer], { type: type});
var link = document.createElement('a');
link.href = window.URL.createObjectURL(blob);
link.download = fileName;
link.click();
};
""", true)
func load_image() -> Image:
if OS.get_name() != "HTML5" or !OS.has_feature('JavaScript'):
return
# Execute js function
JavaScript.eval("upload_image();", true) # opens prompt for choosing file
yield(self, "InFocus") # wait until js prompt is closed
yield(get_tree().create_timer(0.1), "timeout") #give some time for async js data load
if JavaScript.eval("canceled;", true): # if File Dialog closed w/o file
return
# use data from png data
var imageData
while true:
imageData = JavaScript.eval("fileData;", true)
if imageData != null:
break
yield(get_tree().create_timer(1.0), "timeout") # need more time to load data
var imageType = JavaScript.eval("fileType;", true)
var imageName = JavaScript.eval("fileName;", true)
var image = Image.new()
var image_error
match imageType:
"image/png":
image_error = image.load_png_from_buffer(imageData)
"image/jpeg":
image_error = image.load_jpg_from_buffer(imageData)
"image/webp":
image_error = image.load_webp_from_buffer(imageData)
var invalid_type:
print(invalid_type)
return
if image_error:
print("An error occurred while trying to display the image.")
return
else:
return image
func save_image(image : Image, file_name : String = "export") -> void:
if OS.get_name() != "HTML5" or !OS.has_feature('JavaScript'):
return
var png_data = Array(image.get_data())
JavaScript.eval("download('%s', %s, 'image/png');" % [file_name, str(png_data)], true)

View file

@ -77,6 +77,11 @@ func _ready() -> void:
$VBoxContainer/AnimationOptions/AnimationType.selected = AnimationType.MULTIPLE_FILES
$VBoxContainer/AnimationOptions/AnimationType.disabled = true
# If we're on HTML5, don't let the user change the directory path
if OS.get_name() == "HTML5":
$VBoxContainer/Path.visible = false
directory_path = "user://"
func show_tab() -> void:
$VBoxContainer/FrameOptions.hide()
@ -348,9 +353,12 @@ func export_processed_images(ignore_overwrites : bool) -> void:
$GifExporter.end_export()
else:
for i in range(processed_images.size()):
var err = processed_images[i].save_png(export_paths[i])
if err != OK:
OS.alert("Can't save file")
if OS.get_name() == "HTML5":
Html5FileExchange.save_image(processed_images[i], export_paths[i].get_file())
else:
var err = processed_images[i].save_png(export_paths[i])
if err != OK:
OS.alert("Can't save file")
# Store settings for quick export and when the dialog is opened again
was_exported = true