extends Control var current_path := "" var opensprite_file_selected := false var pencil_tool var eraser_tool var fill_tool var export_all_frames : CheckButton var export_as_single_file : CheckButton var export_vertical_spritesheet : CheckButton var fps := 1.0 var animation_loop := false var animation_forward := true # Called when the node enters the scene tree for the first time. func _ready() -> void: var file_menu_items := { "New..." : KEY_MASK_CTRL + KEY_N, #The import and export key shortcuts will change, #and they will be bound to Open and Save/Save as once I #make a custom file for Pixelorama projects "Import..." : KEY_MASK_CTRL + KEY_O, "Export..." : KEY_MASK_CTRL + KEY_S, "Export as..." : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_S, "Quit" : KEY_MASK_CTRL + KEY_Q } var edit_menu_items := { "Scale Image" : 0, "Show Grid" : KEY_MASK_CTRL + KEY_G #"Undo" : KEY_MASK_CTRL + KEY_Z, #"Redo" : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_Z, } var file_menu : PopupMenu = Global.file_menu.get_popup() var edit_menu : PopupMenu = Global.edit_menu.get_popup() var i = 0 for item in file_menu_items.keys(): file_menu.add_item(item, i, file_menu_items[item]) i += 1 i = 0 for item in edit_menu_items.keys(): edit_menu.add_item(item, i, edit_menu_items[item]) i += 1 file_menu.connect("id_pressed", self, "file_menu_id_pressed") edit_menu.connect("id_pressed", self, "edit_menu_id_pressed") pencil_tool = $UI/ToolPanel/Tools/MenusAndTools/ToolsContainer/Pencil eraser_tool = $UI/ToolPanel/Tools/MenusAndTools/ToolsContainer/Eraser fill_tool = $UI/ToolPanel/Tools/MenusAndTools/ToolsContainer/Fill pencil_tool.connect("pressed", self, "_on_Tool_pressed", [pencil_tool]) eraser_tool.connect("pressed", self, "_on_Tool_pressed", [eraser_tool]) fill_tool.connect("pressed", self, "_on_Tool_pressed", [fill_tool]) export_all_frames = CheckButton.new() export_all_frames.text = "Export all frames?" export_as_single_file = CheckButton.new() export_as_single_file.text = "Export frames as a single file?" export_vertical_spritesheet = CheckButton.new() export_vertical_spritesheet.text = "Vertical spritesheet?" $SaveSprite.get_vbox().add_child(export_all_frames) $SaveSprite.get_vbox().add_child(export_as_single_file) $SaveSprite.get_vbox().add_child(export_vertical_spritesheet) func _input(event): #Handle tool shortcuts if event.is_action_pressed("right_pencil_tool"): _on_Tool_pressed(pencil_tool, false, false) elif event.is_action_pressed("left_pencil_tool"): _on_Tool_pressed(pencil_tool, false, true) elif event.is_action_pressed("right_eraser_tool"): _on_Tool_pressed(eraser_tool, false, false) elif event.is_action_pressed("left_eraser_tool"): _on_Tool_pressed(eraser_tool, false, true) elif event.is_action_pressed("right_fill_tool"): _on_Tool_pressed(fill_tool, false, false) elif event.is_action_pressed("left_fill_tool"): _on_Tool_pressed(fill_tool, false, true) func file_menu_id_pressed(id : int) -> void: match id: 0: #New $CreateNewImage.popup_centered() Global.can_draw = false 1: #Import $OpenSprite.popup_centered() Global.can_draw = false opensprite_file_selected = false 2: #Export if current_path == "": $SaveSprite.popup_centered() Global.can_draw = false else: export_project() 3: #Export as $SaveSprite.popup_centered() Global.can_draw = false 4: #Quit get_tree().quit() func edit_menu_id_pressed(id : int) -> void: match id: 0: #Scale Image $ScaleImage.popup_centered() Global.can_draw = false 1: #Show grid Global.draw_grid = !Global.draw_grid func _on_CreateNewImage_confirmed() -> void: var width = float($CreateNewImage/VBoxContainer/WidthCont/WidthValue.value) var height = float($CreateNewImage/VBoxContainer/HeightCont/HeightValue.value) new_canvas(Vector2(width, height).floor()) #func _on_OpenSprite_file_selected(path : String) -> void: # var image = Image.new() # var err = image.load(path) # if err == OK: # opensprite_file_selected = true # new_canvas(image.get_size(), image) # else: # OS.alert("Can't load file") func _on_OpenSprite_files_selected(paths) -> void: for child in Global.vbox_layer_container.get_children(): if child is PanelContainer: child.queue_free() for child in Global.frame_container.get_children(): child.queue_free() for child in Global.canvas_parent.get_children(): if child is Canvas: child.queue_free() Global.canvases.clear() #Find the biggest image and let it handle the camera zoom options var max_size : Vector2 var biggest_canvas : Canvas var i := 0 for path in paths: var image = Image.new() var err = image.load(path) if err == OK: opensprite_file_selected = true var canvas : Canvas = load("res://Canvas.tscn").instance() canvas.size = image.get_size() image.convert(Image.FORMAT_RGBA8) image.lock() var tex := ImageTexture.new() tex.create_from_image(image, 0) #Store [Image, ImageTexture, Layer Name, Visibity boolean] canvas.layers.append([image, tex, "Layer 0", true]) canvas.frame = i Global.canvas_parent.add_child(canvas) Global.canvases.append(canvas) canvas.visible = false if i == 0: max_size = canvas.size biggest_canvas = canvas else: if canvas.size > max_size: biggest_canvas = canvas else: OS.alert("Can't load file") i += 1 Global.current_frame = i - 1 Global.canvas = Global.canvases[Global.canvases.size() - 1] Global.canvas.visible = true Global.handle_layer_order_buttons() biggest_canvas.camera_zoom() if i > 1: Global.remove_frame_button.disabled = false Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND else: Global.remove_frame_button.disabled = true Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN func new_canvas(size : Vector2) -> void: for child in Global.vbox_layer_container.get_children(): if child is PanelContainer: child.queue_free() for child in Global.frame_container.get_children(): child.queue_free() for child in Global.canvas_parent.get_children(): if child is Canvas: child.queue_free() Global.canvases.clear() Global.canvas = load("res://Canvas.tscn").instance() Global.canvas.size = size Global.canvas_parent.add_child(Global.canvas) Global.canvases.append(Global.canvas) Global.current_frame = 0 Global.remove_frame_button.disabled = true Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN func _on_SaveSprite_file_selected(path : String) -> void: current_path = path export_project() func export_project() -> void: if export_all_frames.pressed: if !export_as_single_file.pressed: var i := 1 for canvas in Global.canvases: var path := "%s_%s" % [current_path, str(i)] path = path.replace(".png", "") path = "%s.png" % path save_sprite(canvas, path) i += 1 else: save_spritesheet() else: save_sprite(Global.canvas, current_path) 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) for layer in canvas.layers: whole_image.blend_rect(layer[0], Rect2(canvas.position, canvas.size), Vector2.ZERO) layer[0].lock() var err = whole_image.save_png(path) if err != OK: OS.alert("Can't save file") func save_spritesheet() -> void: var width var height if export_vertical_spritesheet.pressed: #Vertical spritesheet width = Global.canvas.size.x height = 0 for canvas in Global.canvases: height += canvas.size.y if canvas.size.x > width: width = canvas.size.x else: #Horizontal spritesheet width = 0 height = Global.canvas.size.y for canvas in Global.canvases: width += canvas.size.x if canvas.size.y > height: height = canvas.size.y var whole_image := Image.new() whole_image.create(width, height, false, Image.FORMAT_RGBA8) var dst := Vector2.ZERO for canvas in Global.canvases: for layer in canvas.layers: whole_image.blend_rect(layer[0], Rect2(canvas.position, canvas.size), dst) layer[0].lock() if export_vertical_spritesheet.pressed: dst += Vector2(0, canvas.size.y) else: dst += Vector2(canvas.size.x, 0) var err = whole_image.save_png(current_path) if err != OK: OS.alert("Can't save file") func _on_OpenSprite_popup_hide() -> void: if !opensprite_file_selected: Global.can_draw = true func _on_ViewportContainer_mouse_entered() -> void: Global.has_focus = true func _on_ViewportContainer_mouse_exited() -> void: Global.has_focus = false func _can_draw_true() -> void: Global.can_draw = true func _can_draw_false() -> void: Global.can_draw = false func _on_Tool_pressed(tool_pressed : BaseButton, mouse_press := true, key_for_left := true) -> void: var current_action := tool_pressed.name if (mouse_press && Input.is_action_just_released("left_mouse")) || (!mouse_press && key_for_left): Global.current_left_tool = current_action Global.left_indicator.get_parent().remove_child(Global.left_indicator) tool_pressed.add_child(Global.left_indicator) elif (mouse_press && Input.is_action_just_released("right_mouse")) || (!mouse_press && !key_for_left): Global.current_right_tool = current_action Global.right_indicator.get_parent().remove_child(Global.right_indicator) tool_pressed.add_child(Global.right_indicator) func _on_ScaleImage_confirmed() -> void: var width = float($ScaleImage/VBoxContainer/WidthCont/WidthValue.value) var height = float($ScaleImage/VBoxContainer/HeightCont/HeightValue.value) for i in range(Global.canvas.layers.size() - 1, -1, -1): var sprite = Image.new() sprite = Global.canvas.layers[i][1].get_data() sprite.resize(width, height, $ScaleImage/VBoxContainer/InterpolationContainer/InterpolationType.selected) Global.canvas.layers[i][0] = sprite Global.canvas.layers[i][0].lock() Global.canvas.update_texture(i) Global.canvas.size = Vector2(width, height).floor() Global.canvas.camera_zoom() func add_layer(is_new := true) -> void: var new_layer := Image.new() if is_new: new_layer.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8) else: #clone layer new_layer.copy_from(Global.canvas.layers[Global.canvas.current_layer_index][0]) new_layer.lock() var new_layer_tex := ImageTexture.new() new_layer_tex.create_from_image(new_layer, 0) Global.canvas.layers.append([new_layer, new_layer_tex, null, true]) Global.canvas.generate_layer_panels() func _on_AddLayerButton_pressed() -> void: add_layer() func _on_RemoveLayerButton_pressed() -> void: Global.canvas.layers.remove(Global.canvas.current_layer_index) Global.canvas.generate_layer_panels() func _on_MoveUpLayer_pressed() -> void: change_layer_order(1) func _on_MoveDownLayer_pressed() -> void: change_layer_order(-1) func change_layer_order(rate : int) -> void: var change = Global.canvas.current_layer_index + rate var temp = Global.canvas.layers[Global.canvas.current_layer_index] Global.canvas.layers[Global.canvas.current_layer_index] = Global.canvas.layers[change] Global.canvas.layers[change] = temp Global.canvas.generate_layer_panels() Global.canvas.current_layer_index = change Global.canvas.get_layer_container(Global.canvas.current_layer_index).changed_selection() func _on_CloneLayer_pressed() -> void: add_layer(false) func _on_MergeLayer_pressed() -> void: var selected_layer = Global.canvas.layers[Global.canvas.current_layer_index][0] Global.canvas.layers[Global.canvas.current_layer_index - 1][0].blend_rect(selected_layer, Rect2(Global.canvas.position, Global.canvas.size), Vector2.ZERO) Global.canvas.layers[Global.canvas.current_layer_index - 1][0].lock() Global.canvas.update_texture(Global.canvas.current_layer_index - 1) _on_RemoveLayerButton_pressed() func _on_LeftIndicatorCheckbox_toggled(button_pressed) -> void: Global.left_square_indicator_visible = button_pressed func _on_RightIndicatorCheckbox_toggled(button_pressed) -> void: Global.right_square_indicator_visible = button_pressed func _on_LeftBrushSizeEdit_value_changed(value) -> void: var new_size = int(value) Global.left_brush_size = new_size func _on_RightBrushSizeEdit_value_changed(value) -> void: var new_size = int(value) Global.right_brush_size = new_size func _on_AddFrame_pressed() -> void: var canvas = load("res://Canvas.tscn").instance() canvas.size = Global.canvas.size canvas.frame = Global.canvases.size() for canvas in Global.canvases: canvas.visible = false Global.canvases.append(canvas) Global.current_frame = Global.canvases.size() - 1 Global.canvas = canvas Global.canvas_parent.add_child(canvas) Global.remove_frame_button.disabled = false Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND Global.move_left_frame_button.disabled = false Global.move_left_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND func _on_RemoveFrame_pressed() -> void: Global.canvas.frame_button.queue_free() Global.canvas.queue_free() Global.canvases.remove(Global.current_frame) for canvas in Global.canvases: if canvas.frame > Global.current_frame: canvas.frame -= 1 canvas.frame_button.get_node("FrameButton").frame = canvas.frame canvas.frame_button.get_node("FrameID").text = str(canvas.frame + 1) if Global.current_frame > 0: Global.current_frame -= 1 if len(Global.canvases) == 1: Global.remove_frame_button.disabled = true Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN Global.canvas = Global.canvases[Global.current_frame] Global.canvas.visible = true Global.canvas.generate_layer_panels() Global.handle_layer_order_buttons() func _on_CloneFrame_pressed() -> void: var canvas = load("res://Canvas.tscn").instance() canvas.size = Global.canvas.size #canvas.layers = Global.canvas.layers.duplicate(true) for layer in Global.canvas.layers: var sprite := Image.new() sprite.copy_from(layer[0]) sprite.lock() var tex := ImageTexture.new() tex.create_from_image(sprite, 0) canvas.layers.append([sprite, tex, layer[2], layer[3]]) canvas.frame = Global.canvases.size() for canvas in Global.canvases: canvas.visible = false Global.canvases.append(canvas) Global.current_frame = Global.canvases.size() - 1 Global.canvas = canvas Global.canvas_parent.add_child(canvas) Global.remove_frame_button.disabled = false Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND Global.move_left_frame_button.disabled = false Global.move_left_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND func _on_MoveFrameLeft_pressed() -> void: change_frame_order(-1) func _on_MoveFrameRight_pressed() -> void: change_frame_order(1) func change_frame_order(rate : int) -> void: var frame_button = Global.frame_container.get_node("Frame_%s" % Global.current_frame) var change = Global.current_frame + rate var temp = Global.canvases[Global.current_frame] Global.canvases[Global.current_frame] = Global.canvases[change] Global.canvases[change] = temp #Clear frame button names first, to avoid duplicates like two Frame_0s for canvas in Global.canvases: canvas.frame_button.name = "frame" for canvas in Global.canvases: canvas.frame = Global.canvases.find(canvas) canvas.frame_button.name = "Frame_%s" % canvas.frame canvas.frame_button.get_node("FrameButton").frame = canvas.frame canvas.frame_button.get_node("FrameID").text = str(canvas.frame + 1) Global.current_frame = change Global.frame_container.move_child(frame_button, Global.current_frame) Global.canvas_parent.move_child(Global.canvas, Global.current_frame) #Global.canvas.generate_layer_panels() Global.handle_layer_order_buttons() func _on_PlayForward_toggled(button_pressed) -> void: Global.play_backwards.pressed = false Global.play_backwards.text = "Play Backwards" if button_pressed: Global.play_forward.text = "Stop" $AnimationTimer.wait_time = 1 / fps $AnimationTimer.start() animation_forward = true else: Global.play_forward.text = "Play Forward" $AnimationTimer.stop() func _on_PlayBackwards_toggled(button_pressed) -> void: Global.play_forward.pressed = false Global.play_forward.text = "Play Forward" if button_pressed: Global.play_backwards.text = "Stop" $AnimationTimer.wait_time = 1 / fps $AnimationTimer.start() animation_forward = false else: Global.play_backwards.text = "Play Backwards" $AnimationTimer.stop() func _on_AnimationTimer_timeout() -> void: if animation_forward: if Global.current_frame < Global.canvases.size() - 1: Global.current_frame += 1 else: if animation_loop: Global.current_frame = 0 else: Global.play_forward.pressed = false Global.play_forward.text = "Play Forward" $AnimationTimer.stop() else: if Global.current_frame > 0: Global.current_frame -= 1 else: if animation_loop: Global.current_frame = Global.canvases.size() - 1 else: Global.play_backwards.pressed = false Global.play_backwards.text = "Play Backwards" $AnimationTimer.stop() Global.change_frame() func _on_FPSValue_value_changed(value) -> void: fps = float(value) $AnimationTimer.wait_time = 1 / fps func _on_LoopAnim_toggled(button_pressed) -> void: animation_loop = button_pressed