mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-19 17:49:47 +00:00
91bfef16b3
* Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
213 lines
7.5 KiB
GDScript
213 lines
7.5 KiB
GDScript
extends RefCounted
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var lsbbitpacker := preload("./lsbbitpacker.gd")
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var lsbbitunpacker := preload("./lsbbitunpacker.gd")
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class CodeEntry:
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var sequence: PackedByteArray
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var raw_array: Array
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func _init(_sequence):
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raw_array = _sequence
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sequence = _sequence
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func add(other: CodeEntry) -> CodeEntry:
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return CodeEntry.new(self.raw_array + other.raw_array)
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func _to_string():
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var result: String = ""
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for element in self.sequence:
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result += str(element) + ", "
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return result.substr(0, result.length() - 2)
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class CodeTable:
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var entries: Dictionary = {}
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var counter: int = 0
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var lookup: Dictionary = {}
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func add(entry) -> int:
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self.entries[self.counter] = entry
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self.lookup[entry.raw_array] = self.counter
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counter += 1
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return counter
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func find(entry) -> int:
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return self.lookup.get(entry.raw_array, -1)
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func has(entry) -> bool:
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return self.find(entry) != -1
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func get_entry(index: int) -> CodeEntry:
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return self.entries.get(index, null)
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func _to_string() -> String:
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var result: String = "CodeTable:\n"
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for id in self.entries:
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result += str(id) + ": " + self.entries[id].to_string() + "\n"
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result += "Counter: " + str(self.counter) + "\n"
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return result
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func log2(value: float) -> float:
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return log(value) / log(2.0)
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func get_bits_number_for(value: int) -> int:
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if value == 0:
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return 1
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return int(ceili(log2(value + 1)))
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func initialize_color_code_table(colors: PackedByteArray) -> CodeTable:
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var result_code_table: CodeTable = CodeTable.new()
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for color_id in colors:
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# warning-ignore:return_value_discarded
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result_code_table.add(CodeEntry.new([color_id]))
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# move counter to the first available compression code index
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var last_color_index: int = colors.size() - 1
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var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
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result_code_table.counter = clear_code_index + 2
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return result_code_table
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# compression and decompression done with source:
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# http://www.matthewflickinger.com/lab/whatsinagif/lzw_image_data.asp
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func compress_lzw(image: PackedByteArray, colors: PackedByteArray) -> Array:
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# Initialize code table
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var code_table: CodeTable = initialize_color_code_table(colors)
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# Clear Code index is 2**<code size>
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# <code size> is the amount of bits needed to write down all colors
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# from color table. We use last color index because we can write
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# all colors (for example 16 colors) with indexes from 0 to 15.
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# Number 15 is in binary 0b1111, so we'll need 4 bits to write all
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# colors down.
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var last_color_index: int = colors.size() - 1
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var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
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var index_stream: PackedByteArray = image
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var current_code_size: int = get_bits_number_for(clear_code_index)
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var binary_code_stream := lsbbitpacker.LSBLZWBitPacker.new()
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# initialize with Clear Code
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binary_code_stream.write_bits(clear_code_index, current_code_size)
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# Read first index from index stream.
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var index_buffer := CodeEntry.new([index_stream[0]])
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var data_index: int = 1
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# <LOOP POINT>
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while data_index < index_stream.size():
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# Get the next index from the index stream.
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var k := CodeEntry.new([index_stream[data_index]])
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data_index += 1
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# Is index buffer + k in our code table?
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var new_index_buffer := index_buffer.add(k)
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if code_table.has(new_index_buffer): # if YES
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# Add k to the end of the index buffer
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index_buffer = new_index_buffer
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else: # if NO
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# Add a row for index buffer + k into our code table
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binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
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# We don't want to add new code to code table if we've exceeded 4095
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# index.
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var last_entry_index: int = code_table.counter - 1
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if last_entry_index != 4095:
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# Output the code for just the index buffer to our code stream
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# warning-ignore:return_value_discarded
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code_table.add(new_index_buffer)
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else:
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# if we exceeded 4095 index (code table is full), we should
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# output Clear Code and reset everything.
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binary_code_stream.write_bits(clear_code_index, current_code_size)
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code_table = initialize_color_code_table(colors)
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# get_bits_number_for(clear_code_index) is the same as
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# LZW code size + 1
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current_code_size = get_bits_number_for(clear_code_index)
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# Detect when you have to save new codes in bigger bits boxes
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# change current code size when it happens because we want to save
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# flexible code sized codes
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var new_code_size_candidate: int = get_bits_number_for(code_table.counter - 1)
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if new_code_size_candidate > current_code_size:
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current_code_size = new_code_size_candidate
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# Index buffer is set to k
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index_buffer = k
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# Output code for contents of index buffer
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binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
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# output end with End Of Information Code
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binary_code_stream.write_bits(clear_code_index + 1, current_code_size)
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var min_code_size: int = get_bits_number_for(clear_code_index) - 1
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return [binary_code_stream.pack(), min_code_size]
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# gdlint: ignore=max-line-length
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func decompress_lzw(
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code_stream_data: PackedByteArray, min_code_size: int, colors: PackedByteArray
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) -> PackedByteArray:
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var code_table: CodeTable = initialize_color_code_table(colors)
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var index_stream := PackedByteArray([])
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var binary_code_stream = lsbbitunpacker.LSBLZWBitUnpacker.new(code_stream_data)
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var current_code_size: int = min_code_size + 1
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var clear_code_index: int = pow(2, min_code_size)
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# CODE is an index of code table, {CODE} is sequence inside
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# code table with index CODE. The same goes for PREVCODE.
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# Remove first Clear Code from stream. We don't need it.
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binary_code_stream.remove_bits(current_code_size)
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# let CODE be the first code in the code stream
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var code: int = binary_code_stream.read_bits(current_code_size)
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# output {CODE} to index stream
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index_stream.append_array(code_table.get_entry(code).sequence)
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# set PREVCODE = CODE
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var prevcode: int = code
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# <LOOP POINT>
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while true:
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# let CODE be the next code in the code stream
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code = binary_code_stream.read_bits(current_code_size)
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# Detect Clear Code. When detected reset everything and get next code.
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if code == clear_code_index:
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code_table = initialize_color_code_table(colors)
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current_code_size = min_code_size + 1
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code = binary_code_stream.read_bits(current_code_size)
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elif code == clear_code_index + 1: # Stop when detected EOI Code.
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break
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# is CODE in the code table?
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var code_entry: CodeEntry = code_table.get_entry(code)
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if code_entry != null: # if YES
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# output {CODE} to index stream
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index_stream.append_array(code_entry.sequence)
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# let k be the first index in {CODE}
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var k: CodeEntry = CodeEntry.new([code_entry.sequence[0]])
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# warning-ignore:return_value_discarded
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# add {PREVCODE} + k to the code table
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code_table.add(code_table.get_entry(prevcode).add(k))
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# set PREVCODE = CODE
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prevcode = code
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else: # if NO
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# let k be the first index of {PREVCODE}
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var prevcode_entry: CodeEntry = code_table.get_entry(prevcode)
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var k: CodeEntry = CodeEntry.new([prevcode_entry.sequence[0]])
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# output {PREVCODE} + k to index stream
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index_stream.append_array(prevcode_entry.add(k).sequence)
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# add {PREVCODE} + k to code table
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# warning-ignore:return_value_discarded
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code_table.add(prevcode_entry.add(k))
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# set PREVCODE = CODE
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prevcode = code
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# Detect when we should increase current code size and increase it.
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var new_code_size_candidate: int = get_bits_number_for(code_table.counter)
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if new_code_size_candidate > current_code_size:
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current_code_size = new_code_size_candidate
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return index_stream
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