mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-20 01:59:49 +00:00
1fa34d7196
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
610 lines
18 KiB
GDScript
610 lines
18 KiB
GDScript
# gdlint: ignore=max-public-methods
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extends Node
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# Presets for creating a new palette
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enum NewPalettePresetType {
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EMPTY = 0,
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FROM_CURRENT_PALETTE = 1,
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FROM_CURRENT_SPRITE = 2,
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FROM_CURRENT_SELECTION = 3
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}
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# Color options when user creates a new palette from current sprite or selection
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enum GetColorsFrom { CURRENT_FRAME = 0, CURRENT_CEL = 1, ALL_FRAMES = 2 }
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const DEFAULT_PALETTE_NAME = "Default"
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# All available palettes
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var palettes := {}
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# Currently displayed palette
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var current_palette = null
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# Indexes of colors that are selected in palette
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# by left and right mouse button
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var left_selected_color := -1
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var right_selected_color := -1
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func _ready() -> void:
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_load_palettes()
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func get_palettes() -> Dictionary:
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return palettes
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func get_current_palette() -> Palette:
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return current_palette
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func does_palette_exist(palette_name: String) -> bool:
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for palette_path in palettes.keys():
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var file_name = palette_path.get_basename().get_file()
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var stripped_palette_name = Palette.strip_unvalid_characters(palette_name)
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if file_name == stripped_palette_name:
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return true
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return false
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func select_palette(palette_path: String) -> void:
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current_palette = palettes.get(palette_path)
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_clear_selected_colors()
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Global.config_cache.set_value("data", "last_palette", current_palette.name)
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func is_any_palette_selected() -> bool:
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if self.current_palette:
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return true
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return false
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func _current_palette_save() -> String:
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var save_path := ""
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if current_palette:
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save_path = _save_palette(self.current_palette)
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return save_path
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func _save_palette(palette: Palette) -> String:
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Global.directory_module.ensure_xdg_user_dirs_exist()
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var palettes_write_path: String = Global.directory_module.get_palette_write_path()
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# Save old resource name and set new resource name
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var old_resource_name = palette.resource_name
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palette.set_resource_name(palette.name)
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# If resource name changed remove the old palette file
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if old_resource_name != palette.resource_name:
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var old_palette = palettes_write_path.plus_file(old_resource_name) + ".tres"
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_delete_palette(old_palette)
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# Save palette
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var save_path = palettes_write_path.plus_file(palette.resource_name) + ".tres"
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palette.resource_path = save_path
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var err = ResourceSaver.save(save_path, palette)
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if err != OK:
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Global.notification_label("Failed to save palette")
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return save_path
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func create_new_palette(
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preset: int,
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name: String,
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comment: String,
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width: int,
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height: int,
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add_alpha_colors: bool,
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get_colors_from: int
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) -> void:
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_check_palette_settings_values(name, width, height)
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match preset:
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NewPalettePresetType.EMPTY:
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_create_new_empty_palette(name, comment, width, height)
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NewPalettePresetType.FROM_CURRENT_PALETTE:
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_create_new_palette_from_current_palette(name, comment)
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NewPalettePresetType.FROM_CURRENT_SPRITE:
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_create_new_palette_from_current_sprite(
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name, comment, width, height, add_alpha_colors, get_colors_from
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)
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NewPalettePresetType.FROM_CURRENT_SELECTION:
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_create_new_palette_from_current_selection(
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name, comment, width, height, add_alpha_colors, get_colors_from
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)
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func _create_new_empty_palette(name: String, comment: String, width: int, height: int) -> void:
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var new_palette: Palette = Palette.new(name, width, height, comment)
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var palette_path := _save_palette(new_palette)
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palettes[palette_path] = new_palette
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select_palette(palette_path)
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func _create_new_palette_from_current_palette(name: String, comment: String) -> void:
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if !current_palette:
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return
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var new_palette: Palette = current_palette.duplicate()
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new_palette.name = name
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new_palette.comment = comment
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new_palette.set_resource_name(name)
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var palette_path := _save_palette(new_palette)
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palettes[palette_path] = new_palette
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select_palette(palette_path)
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func _create_new_palette_from_current_selection(
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name: String,
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comment: String,
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width: int,
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height: int,
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add_alpha_colors: bool,
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get_colors_from: int
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):
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var new_palette: Palette = Palette.new(name, width, height, comment)
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var current_project = Global.current_project
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var pixels := []
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for x in current_project.size.x:
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for y in current_project.size.y:
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var pos := Vector2(x, y)
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if current_project.selection_map.is_pixel_selected(pos):
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pixels.append(pos)
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_fill_new_palette_with_colors(pixels, new_palette, add_alpha_colors, get_colors_from)
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func _create_new_palette_from_current_sprite(
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name: String,
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comment: String,
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width: int,
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height: int,
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add_alpha_colors: bool,
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get_colors_from: int
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):
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var new_palette: Palette = Palette.new(name, width, height, comment)
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var current_project = Global.current_project
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var pixels := []
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for x in current_project.size.x:
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for y in current_project.size.y:
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pixels.append(Vector2(x, y))
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_fill_new_palette_with_colors(pixels, new_palette, add_alpha_colors, get_colors_from)
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func _fill_new_palette_with_colors(
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pixels: Array, new_palette: Palette, add_alpha_colors: bool, get_colors_from: int
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):
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var current_project = Global.current_project
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var cels := []
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match get_colors_from:
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GetColorsFrom.CURRENT_CEL:
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for cel_index in current_project.selected_cels:
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var cel: PixelCel = current_project.frames[cel_index[0]].cels[cel_index[1]]
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cels.append(cel)
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GetColorsFrom.CURRENT_FRAME:
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for cel in current_project.frames[current_project.current_frame].cels:
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cels.append(cel)
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GetColorsFrom.ALL_FRAMES:
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for frame in current_project.frames:
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for cel in frame.cels:
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cels.append(cel)
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for cel in cels:
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var cel_image := Image.new()
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cel_image.copy_from(cel.image)
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cel_image.lock()
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if cel_image.is_invisible():
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continue
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for i in pixels:
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var color: Color = cel_image.get_pixelv(i)
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if color.a > 0:
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if not add_alpha_colors:
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color.a = 1
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if not new_palette.has_color(color):
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new_palette.add_color(color)
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cel_image.unlock()
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var palette_path := _save_palette(new_palette)
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palettes[palette_path] = new_palette
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select_palette(palette_path)
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func current_palette_edit(name: String, comment: String, width: int, height: int) -> void:
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_check_palette_settings_values(name, width, height)
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current_palette.edit(name, width, height, comment)
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var palette_path = _current_palette_save()
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palettes[palette_path] = current_palette
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func _delete_palette(path: String) -> void:
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var dir = Directory.new()
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dir.remove(path)
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palettes.erase(path)
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func current_palete_delete() -> void:
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_delete_palette(current_palette.resource_path)
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if palettes.size() > 0:
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select_palette(palettes.keys()[0])
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else:
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current_palette = null
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func current_palette_add_color(mouse_button: int, start_index: int = 0) -> void:
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if (
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not current_palette.is_full()
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and (mouse_button == BUTTON_LEFT or mouse_button == BUTTON_RIGHT)
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):
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# Get color on left or right tool
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var color = Tools.get_assigned_color(mouse_button)
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current_palette.add_color(color, start_index)
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_current_palette_save()
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func current_palette_get_color(index: int) -> Color:
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return current_palette.get_color(index)
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func current_palette_set_color(index: int, color: Color) -> void:
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current_palette.set_color(index, color)
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_current_palette_save()
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func current_palette_delete_color(index: int) -> void:
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current_palette.remove_color(index)
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_current_palette_save()
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func current_palette_swap_colors(source_index: int, target_index: int) -> void:
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current_palette.swap_colors(source_index, target_index)
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_select_color(BUTTON_LEFT, target_index)
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_current_palette_save()
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func current_palette_copy_colors(from: int, to: int) -> void:
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current_palette.copy_colors(from, to)
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_current_palette_save()
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func current_palette_insert_color(from: int, to: int) -> void:
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var from_color = current_palette.colors[from]
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current_palette.remove_color(from)
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current_palette.insert_color(to, from_color.color)
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_current_palette_save()
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func current_palette_get_selected_color_index(mouse_button: int) -> int:
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match mouse_button:
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BUTTON_LEFT:
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return left_selected_color
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BUTTON_RIGHT:
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return right_selected_color
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_:
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return -1
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func current_palette_select_color(mouse_button: int, index: int) -> void:
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var color = current_palette_get_color(index)
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if color == null:
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return
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match mouse_button:
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BUTTON_LEFT:
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Tools.assign_color(color, mouse_button)
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BUTTON_RIGHT:
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Tools.assign_color(color, mouse_button)
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_select_color(mouse_button, index)
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func _select_color(mouse_button: int, index: int) -> void:
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match mouse_button:
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BUTTON_LEFT:
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left_selected_color = index
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BUTTON_RIGHT:
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right_selected_color = index
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func _clear_selected_colors() -> void:
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left_selected_color = -1
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right_selected_color = -1
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func current_palette_is_empty() -> bool:
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return current_palette.is_empty()
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func current_palette_is_full() -> bool:
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return current_palette.is_full()
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func _check_palette_settings_values(name: String, width: int, height: int) -> bool:
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# Just in case. These values should be not allowed in gui.
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if name.length() <= 0 or width <= 0 or height <= 0:
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printerr("Palette width, height and name length must be greater than 0!")
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return false
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return true
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func _load_palettes() -> void:
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Global.directory_module.ensure_xdg_user_dirs_exist()
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var search_locations = Global.directory_module.get_palette_search_path_in_order()
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var priority_ordered_files := _get_palette_priority_file_map(search_locations)
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var palettes_write_path: String = Global.directory_module.get_palette_write_path()
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# Iterate backwards, so any palettes defined in default files
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# get overwritten by those of the same name in user files
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search_locations.invert()
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priority_ordered_files.invert()
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var default_palette_name = Global.config_cache.get_value(
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"data", "last_palette", DEFAULT_PALETTE_NAME
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)
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for i in range(len(search_locations)):
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# If palette is not in palettes write path - make it's copy in the write path
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var make_copy := false
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if search_locations[i] != palettes_write_path:
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make_copy = true
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var base_directory: String = search_locations[i]
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var palette_files: Array = priority_ordered_files[i]
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for file_name in palette_files:
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var palette: Palette = load(base_directory.plus_file(file_name))
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if palette:
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if make_copy:
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# Makes a copy of the palette
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_save_palette(palette)
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palette.resource_name = palette.resource_path.get_file().trim_suffix(".tres")
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# On Windows for some reason paths can contain "res://" in front of them which breaks saving
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palette.resource_path = palette.resource_path.trim_prefix("res://")
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palettes[palette.resource_path] = palette
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# Store index of the default palette
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if palette.name == default_palette_name:
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select_palette(palette.resource_path)
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if not current_palette && palettes.size() > 0:
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select_palette(palettes.keys()[0])
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# This returns an array of arrays, with priorities.
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# In particular, it takes an array of paths to look for
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# arrays in, in order of file and palette override priority
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# such that the files in the first directory override the
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# second, third, etc. ^.^
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# It returns an array of arrays, where each output array
|
|
# corresponds to the given input array at the same index, and
|
|
# contains the (relative to the given directory) palette files
|
|
# to load, excluding all ones already existing in higher-priority
|
|
# directories. nya
|
|
# in particular, this also means you can run backwards on the result
|
|
# so that palettes with the given palette name in the higher priority
|
|
# directories override those set in lower priority directories :)
|
|
func _get_palette_priority_file_map(looking_paths: Array) -> Array:
|
|
var final_list := []
|
|
# Holds pattern files already found
|
|
var working_file_set: Dictionary = {}
|
|
for search_directory in looking_paths:
|
|
var to_add_files := []
|
|
var files = _get_palette_files(search_directory)
|
|
# files to check
|
|
for maybe_to_add in files:
|
|
if not maybe_to_add in working_file_set:
|
|
to_add_files.append(maybe_to_add)
|
|
working_file_set[maybe_to_add] = true
|
|
|
|
final_list.append(to_add_files)
|
|
return final_list
|
|
|
|
|
|
# Get the palette files in a single directory.
|
|
# if it does not exist, return []
|
|
func _get_palette_files(path: String) -> Array:
|
|
var dir := Directory.new()
|
|
var results = []
|
|
|
|
if not dir.dir_exists(path):
|
|
return []
|
|
|
|
dir.open(path)
|
|
dir.list_dir_begin()
|
|
|
|
while true:
|
|
var file_name = dir.get_next()
|
|
if file_name == "":
|
|
break
|
|
elif (
|
|
(not file_name.begins_with("."))
|
|
&& file_name.to_lower().ends_with("tres")
|
|
&& not dir.current_is_dir()
|
|
):
|
|
results.append(file_name)
|
|
|
|
dir.list_dir_end()
|
|
return results
|
|
|
|
|
|
# Locate the highest priority palette by the given relative filename
|
|
# If none is found in the directories, then do nothing and return null
|
|
func _get_best_palette_file_location(looking_paths: Array, fname: String): # -> String:
|
|
var priority_fmap: Array = _get_palette_priority_file_map(looking_paths)
|
|
for i in range(len(looking_paths)):
|
|
var base_path: String = looking_paths[i]
|
|
var the_files: Array = priority_fmap[i]
|
|
if the_files.has(fname):
|
|
return base_path.plus_file(fname)
|
|
return null
|
|
|
|
|
|
func import_palette_from_path(path: String) -> void:
|
|
if does_palette_exist(path.get_basename().get_file()):
|
|
# If there is a palette with same name ignore import for now
|
|
return
|
|
|
|
var palette: Palette = null
|
|
match path.to_lower().get_extension():
|
|
"gpl":
|
|
var file = File.new()
|
|
if file.file_exists(path):
|
|
file.open(path, File.READ)
|
|
var text = file.get_as_text()
|
|
file.close()
|
|
palette = _import_gpl(path, text)
|
|
"pal":
|
|
var file = File.new()
|
|
if file.file_exists(path):
|
|
file.open(path, File.READ)
|
|
var text = file.get_as_text()
|
|
file.close()
|
|
palette = _import_pal_palette(path, text)
|
|
"png", "bmp", "hdr", "jpg", "jpeg", "svg", "tga", "webp":
|
|
var image := Image.new()
|
|
var err := image.load(path)
|
|
if !err:
|
|
palette = _import_image_palette(path, image)
|
|
"json":
|
|
var file = File.new()
|
|
if file.file_exists(path):
|
|
file.open(path, File.READ)
|
|
var text = file.get_as_text()
|
|
file.close()
|
|
palette = _import_json_palette(text)
|
|
|
|
import_palette(palette, path.get_file())
|
|
|
|
|
|
func import_palette(palette: Palette, file_name: String) -> void:
|
|
if does_palette_exist(file_name.get_basename()):
|
|
# If there is a palette with same name ignore import for now
|
|
return
|
|
if palette:
|
|
var palette_path := _save_palette(palette)
|
|
palettes[palette_path] = palette
|
|
select_palette(palette_path)
|
|
Global.palette_panel.setup_palettes_selector()
|
|
Global.palette_panel.select_palette(palette_path)
|
|
else:
|
|
Global.error_dialog.set_text(
|
|
tr("Can't load file '%s'.\nThis is not a valid palette file.") % [file_name]
|
|
)
|
|
Global.error_dialog.popup_centered()
|
|
Global.dialog_open(true)
|
|
|
|
|
|
func _import_gpl(path: String, text: String) -> Palette:
|
|
# Refer to app/core/gimppalette-load.c of the GIMP for the "living spec"
|
|
var result: Palette = null
|
|
var lines = text.split("\n")
|
|
var line_number := 0
|
|
var palette_name := path.get_basename().get_file()
|
|
var comments := ""
|
|
var colors := PoolColorArray()
|
|
|
|
for line in lines:
|
|
# Check if valid Gimp Palette Library file
|
|
if line_number == 0:
|
|
if not "GIMP Palette" in line:
|
|
return result
|
|
|
|
# Comments
|
|
if line.begins_with("#"):
|
|
comments += line.trim_prefix("#") + "\n"
|
|
# Some programs output palette name in a comment for old format
|
|
if line.begins_with("#Palette Name: "):
|
|
palette_name = line.replace("#Palette Name: ", "")
|
|
elif line.begins_with("Name: "):
|
|
palette_name = line.replace("Name: ", "")
|
|
elif line.begins_with("Columns: "):
|
|
# Number of colors in this palette. Unecessary and often wrong
|
|
continue
|
|
elif line_number > 0 && line.length() >= 9:
|
|
line = line.replace("\t", " ")
|
|
var color_data: PoolStringArray = line.split(" ", false, 4)
|
|
var red: float = color_data[0].to_float() / 255.0
|
|
var green: float = color_data[1].to_float() / 255.0
|
|
var blue: float = color_data[2].to_float() / 255.0
|
|
var color = Color(red, green, blue)
|
|
if color_data.size() >= 4:
|
|
# Ignore color name for now - result.add_color(color, color_data[3])
|
|
colors.append(color)
|
|
#
|
|
else:
|
|
colors.append(color)
|
|
line_number += 1
|
|
|
|
if line_number > 0:
|
|
var height: int = ceil(colors.size() / 8.0)
|
|
result = Palette.new(palette_name, 8, height, comments)
|
|
for color in colors:
|
|
result.add_color(color)
|
|
|
|
return result
|
|
|
|
|
|
func _import_pal_palette(path: String, text: String) -> Palette:
|
|
var result: Palette = null
|
|
var colors := PoolColorArray()
|
|
var lines = text.split("\n")
|
|
|
|
if not "JASC-PAL" in lines[0] or not "0100" in lines[1]:
|
|
return result
|
|
|
|
var num_colors = int(lines[2])
|
|
|
|
for i in range(3, num_colors + 3):
|
|
var color_data = lines[i].split(" ")
|
|
var red: float = color_data[0].to_float() / 255.0
|
|
var green: float = color_data[1].to_float() / 255.0
|
|
var blue: float = color_data[2].to_float() / 255.0
|
|
|
|
var color = Color(red, green, blue)
|
|
colors.append(color)
|
|
|
|
var height: int = ceil(colors.size() / 8.0)
|
|
result = Palette.new(path.get_basename().get_file(), 8, height)
|
|
for color in colors:
|
|
result.add_color(color)
|
|
return result
|
|
|
|
|
|
func _import_image_palette(path: String, image: Image) -> Palette:
|
|
var colors := []
|
|
var height: int = image.get_height()
|
|
var width: int = image.get_width()
|
|
|
|
# Iterate all pixels and store unique colors to palete
|
|
image.lock()
|
|
for y in range(0, height):
|
|
for x in range(0, width):
|
|
var color: Color = image.get_pixel(x, y)
|
|
if !colors.has(color):
|
|
colors.append(color)
|
|
image.unlock()
|
|
|
|
var palette_height: int = ceil(colors.size() / 8.0)
|
|
var result: Palette = Palette.new(path.get_basename().get_file(), 8, palette_height)
|
|
for color in colors:
|
|
result.add_color(color)
|
|
|
|
return result
|
|
|
|
|
|
# Import of deprecated older json palette format
|
|
func _import_json_palette(text: String) -> Palette:
|
|
var result: Palette = Palette.new()
|
|
var result_json = JSON.parse(text)
|
|
|
|
if result_json.error != OK: # If parse has errors
|
|
printerr("JSON palette import error")
|
|
printerr("Error: ", result_json.error)
|
|
printerr("Error Line: ", result_json.error_line)
|
|
printerr("Error String: ", result_json.error_string)
|
|
result = null
|
|
else: # If parse OK
|
|
var data = result_json.result
|
|
if data.has("name"): # If data is 'valid' palette file
|
|
result.name = data.name
|
|
if data.has("comments"):
|
|
result.comment = data.comments
|
|
if data.has("colors"):
|
|
for color_data in data.colors:
|
|
var color: Color = Color(color_data.data)
|
|
result.add_color(color)
|
|
|
|
return result
|