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Pixelorama/Scripts/Main.gd
OverloadedOrama 5781c42821 v0.2 - Animation Timeline & UI changes!
v0.2 of Pixelorama is out!
- Added animation timeline. You can add. remove. clone and change order of your frames!
- You can now import multiple images as frames.
- Ability to save individual frames, all frames as multiple files, or all frames as a single file in the form of a horizontal or vertical spritesheet!
- Different frames can have a unique amount of layers and they can be of different sizes.
- Image scaling is now functional.
- Added hints for UI elements.
- A lot of UI changes.
2019-09-10 01:57:46 +03:00

513 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, sprite : Image = null) -> 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
# if sprite:
# var layer0 := sprite
# layer0.convert(Image.FORMAT_RGBA8)
# var tex := ImageTexture.new()
# tex.create_from_image(layer0, 0)
# #Store [Image, ImageTexture, Layer Name, Visibity boolean]
# Global.canvas.layers.append([layer0, tex, "Layer 0", true])
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 := 0
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:
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:
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
print(Global.can_draw)
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
Global.current_frame = Global.canvases.size()
canvas.frame = Global.current_frame
for canvas in Global.canvases:
canvas.visible = false
Global.canvases.append(canvas)
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)
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]])
Global.current_frame = Global.canvases.size()
canvas.frame = Global.current_frame
for canvas in Global.canvases:
canvas.visible = false
Global.canvases.append(canvas)
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)
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