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Pixelorama/Scripts/Main.gd
OverloadedOrama 4331a0232e Changed current frame label
Current frame label now shows the current frame and the number of all frames. Also, when saving frames as multiple files, the count starts at 1 instead of 0.
2019-09-10 12:47:15 +03:00

505 lines
17 KiB
GDScript

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