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Pixelorama/src/Autoload/ExtensionsApi.gd
Emmanouil Papadeas 3a852e44ff Add a popup_error() method in Global
Just to reduce code duplication and make error appearing easier
2024-01-24 02:27:57 +02:00

804 lines
33 KiB
GDScript

extends Node
# NOTE: Goto File-->Save then type "ExtensionsApi" in "Search Help" to read the
# curated documentation of the Api.
# If it still doesn't show try again after doing Project-->Reload current project
## The Official ExtensionsAPI for pixelorama.
##
## This Api gives you the essentials to develop a working extension for Pixelorama.[br]
## The Api consists of many smaller Apis, each giving access to different areas of the Software.
## [br][br]
## Keep in mind that this API is targeted towards users who are not fully familiar with Pixelorama's
## source code. If you need to do something more complicated and more low-level, you would need to
## interact directly with the source code.
## [br][br]
## To access this anywhere in the extension use [code]get_node_or_null("/root/ExtensionsApi")[/code]
##
## @tutorial(Add Tutorial here): https://the/tutorial1/url.com
## Gives access to the general, app related functions of pixelorama
## such as Autoloads, Software Version, Config file etc...
var general := GeneralAPI.new()
var menu := MenuAPI.new() ## Gives ability to add/remove items from menus in the top bar.
var dialog := DialogAPI.new() ## Gives access to Dialog related functions.
var panel := PanelAPI.new() ## Gives access to Tabs and Dockable Container related functions.
var theme := ThemeAPI.new() ## Gives access to theme related functions.
var tools := ToolAPI.new() ## Gives ability to add/remove tools.
var selection := SelectionAPI.new() ## Gives access to pixelorama's selection system.
var project := ProjectAPI.new() ## Gives access to project manipulation.
var export := ExportAPI.new() ## Gives access to adding custom exporters.
var import := ImportAPI.new() ## Gives access to adding custom exporters.
var signals := SignalsAPI.new() ## Gives access to the basic commonly used signals.
## This fail-safe below is designed to work ONLY if Pixelorama is launched in Godot Editor
var _action_history: Dictionary = {}
## [code]This function is used internally and not meant to be used by extensions.[/code]
func check_sanity(extension_name: String):
if extension_name in _action_history.keys():
var extension_history = _action_history[extension_name]
if extension_history != []:
var error_msg = str(
"Extension: ",
extension_name,
" contains actons: ",
extension_history,
" which are not removed properly"
)
printerr(error_msg)
## [code]This function is used internally and not meant to be used by extensions.[/code]
func clear_history(extension_name: String):
if extension_name in _action_history.keys():
_action_history.erase(extension_name)
## [code]This function is used internally and not meant to be used by extensions.[/code]
func add_action(section: String, key: String):
var action = str(section, "/", key)
var extension_name = _get_caller_extension_name()
if extension_name != "Unknown":
if extension_name in _action_history.keys():
var extension_history: Array = _action_history[extension_name]
extension_history.append(action)
else: # If the extension history doesn't exist yet, create it
_action_history[extension_name] = [action]
## [code]This function is used internally and not meant to be used by extensions.[/code]
func remove_action(section: String, key: String):
var action = str(section, "/", key)
var extension_name = _get_caller_extension_name()
if extension_name != "Unknown":
if extension_name in _action_history.keys():
_action_history[extension_name].erase(action)
## [code]This function is used internally and not meant to be used by extensions.[/code]
func wait_frame(): # as yield is not available to classes below, so this is the solution
# use by {await ExtensionsApi.wait_frame()}
await get_tree().process_frame
await get_tree().process_frame
func _get_caller_extension_name() -> String:
var stack := get_stack()
for trace in stack:
# Get extension name that called the action
var arr: Array = trace["source"].split("/")
var idx = arr.find("Extensions")
if idx != -1:
return arr[idx + 1]
return "Unknown"
func _exit_tree():
for keys in _action_history.keys():
check_sanity(keys)
# The API Methods Start Here
## Returns the version of the ExtensionsApi.
func get_api_version() -> int:
return ProjectSettings.get_setting("application/config/ExtensionsAPI_Version")
## Returns the initial nodes of an extension named [param extension_name].
## initial nodes are the nodes whose paths are in the [code]nodes[/code] key of an
## extension.json file.
func get_main_nodes(extension_name: StringName) -> Array[Node]:
var extensions_node = Global.control.get_node("Extensions")
var nodes: Array[Node] = []
for child: Node in extensions_node.get_children():
if child.is_in_group(extension_name):
nodes.append(child)
return nodes
## Gives Access to the general stuff.
##
## This part of Api provides stuff like commonly used Autoloads, App's version info etc
## the most basic (but important) stuff.
class GeneralAPI:
## Returns the current version of pixelorama.
func get_pixelorama_version() -> String:
return ProjectSettings.get_setting("application/config/Version")
## Returns the [ConfigFile] contains all the settings (Brushes, sizes, preferences, etc...).
func get_config_file() -> ConfigFile:
return Global.config_cache
## Returns the Global autoload used by Pixelorama.[br]
## Contains references to almost all UI Elements, Variables that indicate different
## settings etc..., In short it is the most important autoload of Pixelorama.
func get_global() -> Global:
return Global
## Returns the DrawingAlgos autoload, contains different drawing algorithms used by Pixelorama.
func get_drawing_algos() -> DrawingAlgos:
return DrawingAlgos
## Gives you a new ShaderImageEffect class. this class can apply shader to an image.[br]
## It contains method:
## [code]generate_image(img: Image, shader: Shader, params: Dictionary, size: Vector2)[/code]
## [br]Whose parameters are identified as:
## [br][param img] --> image that the shader will be pasted to (Empty Image of size same as
## project).
## [br][param shader] --> preload of the shader.
## [br][param params] --> a dictionary of params used by the shader.
## [br][param size] --> It is the project's size.
func get_new_shader_image_effect() -> ShaderImageEffect:
return ShaderImageEffect.new()
## Returns parent of the nodes listed in extension.json -> "nodes".
func get_extensions_node() -> Node:
return Global.control.get_node("Extensions")
## Returns the main [code]Canvas[/code] node,
## normally used to add a custom preview to the canvas.
func get_canvas() -> Canvas:
return Global.canvas
## Gives ability to add/remove items from menus in the top bar.
class MenuAPI:
enum { FILE, EDIT, SELECT, IMAGE, VIEW, WINDOW, HELP }
# Menu methods
func _get_popup_menu(menu_type: int) -> PopupMenu:
match menu_type:
FILE:
return Global.top_menu_container.file_menu
EDIT:
return Global.top_menu_container.edit_menu
SELECT:
return Global.top_menu_container.select_menu
IMAGE:
return Global.top_menu_container.image_menu
VIEW:
return Global.top_menu_container.view_menu
WINDOW:
return Global.top_menu_container.window_menu
HELP:
return Global.top_menu_container.help_menu
return null
## Adds a menu item of title [param item_name] to the [param menu_type] defined by
## [enum @unnamed_enums].
## [br][param item_metadata] is usually a window node you want to appear when you click the
## [param item_name]. That window node should also have a [param menu_item_clicked]
## function inside its script.[br]
## Index of the added item is returned (which can be used to remove menu item later on).
func add_menu_item(menu_type: int, item_name: String, item_metadata, item_id := -1) -> int:
var popup_menu: PopupMenu = _get_popup_menu(menu_type)
if not popup_menu:
return -1
popup_menu.add_item(item_name, item_id)
var idx := item_id
if item_id == -1:
idx = popup_menu.get_item_count() - 1
popup_menu.set_item_metadata(idx, item_metadata)
ExtensionsApi.add_action("MenuAPI", "add_menu")
return idx
## Removes a menu item at index [param item_idx] from the [param menu_type] defined by
## [enum @unnamed_enums].
func remove_menu_item(menu_type: int, item_idx: int) -> void:
var popup_menu: PopupMenu = _get_popup_menu(menu_type)
if not popup_menu:
return
popup_menu.remove_item(item_idx)
ExtensionsApi.remove_action("MenuAPI", "add_menu")
## Gives access to common dialog related functions.
class DialogAPI:
## Shows an alert dialog with the given [param text].
## Useful for displaying messages like "Incompatible API" etc...
func show_error(text: String) -> void:
Global.popup_error(text)
## Returns the node that is the parent of dialogs used in pixelorama.
func get_dialogs_parent_node() -> Node:
return Global.control.get_node("Dialogs")
## Tells pixelorama that some dialog is about to open or close.
func dialog_open(open: bool) -> void:
Global.dialog_open(open)
## Gives access to Tabs and Dockable Container related functions.
class PanelAPI:
## Sets the visibility of dockable tabs.
var tabs_visible: bool:
set(value):
var dockable := _get_dockable_container_ui()
dockable.tabs_visible = value
get:
var dockable := _get_dockable_container_ui()
return dockable.tabs_visible
## Adds the [param node] as a tab. Initially it's placed on the same panel as the tools tab,
## but can be changed through adding custom layouts.
func add_node_as_tab(node: Node) -> void:
var dockable := _get_dockable_container_ui()
var top_menu_container = Global.top_menu_container
var panels_submenu: PopupMenu = top_menu_container.panels_submenu
# adding the node to the first tab we find, it'll be re-ordered by layout anyway
var tabs = _get_tabs_in_root(dockable.layout.root)
if tabs.size() != 0:
dockable.add_child(node)
tabs[0].insert_node(0, node) # Insert at the beginning
else:
push_error("No tabs found!")
return
top_menu_container.ui_elements.append(node)
# refreshing Panels submenu
var new_elements = top_menu_container.ui_elements
panels_submenu.clear()
for element in new_elements:
panels_submenu.add_check_item(element.name)
var is_hidden: bool = dockable.is_control_hidden(element)
panels_submenu.set_item_checked(new_elements.find(element), !is_hidden)
# re-assigning layout
top_menu_container.set_layout(top_menu_container.selected_layout)
# we must make tabs_visible = true for a few moments if it is false
if dockable.tabs_visible == false:
dockable.tabs_visible = true
await ExtensionsApi.wait_frame()
dockable.tabs_visible = false
ExtensionsApi.add_action("PanelAPI", "add_tab")
## Removes the [param node] from the DockableContainer.
func remove_node_from_tab(node: Node) -> void:
var top_menu_container = Global.top_menu_container
var dockable = Global.control.find_child("DockableContainer")
var panels_submenu: PopupMenu = top_menu_container.panels_submenu
# find the tab that contains the node
if node == null:
return
var tab = _find_tab_with_node(node.name, dockable)
if not tab:
push_error("Tab not found")
return
# remove node from that tab
tab.remove_node(node)
node.get_parent().remove_child(node)
top_menu_container.ui_elements.erase(node)
node.queue_free()
# refreshing Panels submenu
var new_elements = top_menu_container.ui_elements
panels_submenu.clear()
for element in new_elements:
panels_submenu.add_check_item(element.name)
var is_hidden: bool = dockable.is_control_hidden(element)
panels_submenu.set_item_checked(new_elements.find(element), !is_hidden)
# we must make tabs_visible = true for a few moments if it is false
if dockable.tabs_visible == false:
dockable.tabs_visible = true
await ExtensionsApi.wait_frame()
dockable.tabs_visible = false
ExtensionsApi.remove_action("PanelAPI", "add_tab")
# PRIVATE METHODS
func _get_dockable_container_ui() -> Node:
return Global.control.find_child("DockableContainer")
func _find_tab_with_node(node_name: String, dockable_container):
var root = dockable_container.layout.root
var tabs = _get_tabs_in_root(root)
for tab in tabs:
var idx = tab.find_name(node_name)
if idx != -1:
return tab
return null
func _get_tabs_in_root(parent_resource) -> Array:
var parents := [] # Resources have no get_parent_resource() so this is an alternative
var scanned := [] # To keep track of already discovered layout_split resources
var child_number := 0
parents.append(parent_resource)
var scan_target = parent_resource
var tabs := []
# Get children in the parent, the initial parent is the node we entered as "parent"
while child_number < 2:
# If parent isn't a (layout_split) resource then there is no point
# in continuing (this is just a sanity check and should always pass)
if !scan_target is DockableLayoutSplit:
break
var child_resource
if child_number == 0:
child_resource = scan_target.get_first() # First child
elif child_number == 1:
child_resource = scan_target.get_second() # Second child
# If the child resource is a tab and it wasn't discovered before, add it to "paths"
if child_resource is DockableLayoutPanel:
if !tabs.has(child_resource):
tabs.append(child_resource)
# If "child_resource" is another layout_split resource then we need to scan it too
elif child_resource is DockableLayoutSplit and !scanned.has(child_resource):
scanned.append(child_resource)
parents.append(child_resource)
scan_target = parents[-1] # Set this as the next scan target
# Reset child_number by setting it to -1, because later it will
# get added by "child_number += 1" to make it 0
child_number = -1
child_number += 1
# If we have reached the bottom, then make the child's parent as
# the next parent and move on to the next child in the parent
if child_number == 2:
scan_target = parents.pop_back()
child_number = 0
# If there is no parent left to get scanned
if scan_target == null:
return tabs
return tabs
## Gives access to theme related functions.
class ThemeAPI:
## Adds the [param theme] to [code]Edit -> Preferences -> Interface -> Themes[/code].
func add_theme(theme: Theme) -> void:
var themes: BoxContainer = Global.preferences_dialog.find_child("Themes")
themes.themes.append(theme)
themes.add_theme(theme)
ExtensionsApi.add_action("ThemeAPI", "add_theme")
## Returns index of the [param theme] in preferences.
func find_theme_index(theme: Theme) -> int:
var themes: BoxContainer = Global.preferences_dialog.find_child("Themes")
return themes.themes.find(theme)
## Returns the current theme resource.
func get_theme() -> Theme:
return Global.control.theme
## Sets a theme located at a given [param idx] in preferences. If theme set successfully then
## return [code]true[/code], else [code]false[/code].
func set_theme(idx: int) -> bool:
var themes: BoxContainer = Global.preferences_dialog.find_child("Themes")
if idx >= 0 and idx < themes.themes.size():
themes.buttons_container.get_child(idx).pressed.emit()
return true
else:
return false
## Remove the [param theme] from preferences.
func remove_theme(theme: Theme) -> void:
Global.preferences_dialog.themes.remove_theme(theme)
ExtensionsApi.remove_action("ThemeAPI", "add_theme")
## Gives ability to add/remove tools.
class ToolAPI:
# gdlint: ignore=constant-name
const LayerTypes = Global.LayerTypes
## Adds a tool to pixelorama with name [param tool_name] (without spaces),
## display name [param display_name], tool scene [param scene], layers that the tool works
## on [param layer_types] defined by [constant LayerTypes],
## [param extra_hint] (text that appears when mouse havers tool icon), primary shortcut
## name [param shortcut] and any extra shortcuts [param extra_shortcuts].
## [br][br]At the moment extensions can't make their own shortcuts so you can ignore
## [param shortcut] and [param extra_shortcuts].
## [br] to determine the position of tool in tool list, use [param insert_point]
## (if you leave it empty then the added tool will be placed at bottom)
func add_tool(
tool_name: String,
display_name: String,
scene: String,
layer_types: PackedInt32Array = [],
extra_hint := "",
shortcut: String = "",
extra_shortcuts: PackedStringArray = [],
insert_point := -1
) -> void:
var tool_class := Tools.Tool.new(
tool_name, display_name, shortcut, scene, layer_types, extra_hint, extra_shortcuts
)
Tools.tools[tool_name] = tool_class
Tools.add_tool_button(tool_class, insert_point)
ExtensionsApi.add_action("ToolAPI", "add_tool")
## Removes a tool with name [param tool_name]
## and assign Pencil as left tool, Eraser as right tool.
func remove_tool(tool_name: String) -> void:
# Re-assigning the tools in case the tool to be removed is also active
Tools.assign_tool("Pencil", MOUSE_BUTTON_LEFT)
Tools.assign_tool("Eraser", MOUSE_BUTTON_RIGHT)
var tool_class: Tools.Tool = Tools.tools[tool_name]
if tool_class:
Tools.remove_tool(tool_class)
ExtensionsApi.remove_action("ToolAPI", "add_tool")
## Gives access to pixelorama's selection system.
class SelectionAPI:
## Clears the selection.
func clear_selection() -> void:
Global.canvas.selection.clear_selection(true)
## Select the entire region of current cel.
func select_all() -> void:
Global.canvas.selection.select_all()
## Selects a portion defined by [param rect] of the current cel.
## [param operation] influences it's behaviour with previous selection rects
## (0 for adding, 1 for subtracting, 2 for intersection).
func select_rect(rect: Rect2i, operation := 0) -> void:
Global.canvas.selection.transform_content_confirm()
var undo_data_tmp = Global.canvas.selection.get_undo_data(false)
Global.canvas.selection.select_rect(rect, operation)
Global.canvas.selection.commit_undo("Select", undo_data_tmp)
## Moves a selection to [param destination],
## with content if [param with_content] is [code]true[/code].
## If [param transform_standby] is [code]true[/code] then the transformation will not be
## applied immediatelyunless [kbd]Enter[/kbd] is pressed.
func move_selection(destination: Vector2, with_content := true, transform_standby := false):
if not with_content:
Global.canvas.selection.transform_content_confirm()
Global.canvas.selection.move_borders_start()
else:
Global.canvas.selection.transform_content_start()
var rel_direction = destination - Global.canvas.selection.big_bounding_rectangle.position
Global.canvas.selection.move_content(rel_direction.floor())
Global.canvas.selection.move_borders_end()
if not transform_standby and with_content:
Global.canvas.selection.transform_content_confirm()
## Resizes the selection to [param new_size],
## with content if [param with_content] is [code]true[/code].
## If [param transform_standby] is [code]true[/code] then the transformation will not be
## applied immediately unless [kbd]Enter[/kbd] is pressed.
func resize_selection(new_size: Vector2, with_content := true, transform_standby := false):
if not with_content:
Global.canvas.selection.transform_content_confirm()
Global.canvas.selection.move_borders_start()
else:
Global.canvas.selection.transform_content_start()
Global.canvas.selection.big_bounding_rectangle.size = new_size
Global.canvas.selection.resize_selection()
Global.canvas.selection.move_borders_end()
if not transform_standby and with_content:
Global.canvas.selection.transform_content_confirm()
## Inverts the selection.
func invert() -> void:
Global.canvas.selection.invert()
## Makes a project brush out of the current selection's content.
func make_brush() -> void:
Global.canvas.selection.new_brush()
## Returns the portion of current cel's image enclosed by the selection.
## It's similar to [method make_brush] but it returns the image instead.
func get_enclosed_image() -> Image:
return Global.canvas.selection.get_enclosed_image()
## Copies the selection content (works in or between pixelorama instances only).
func copy() -> void:
Global.canvas.selection.copy()
## Pastes the selection content.
func paste(in_place := false) -> void:
Global.canvas.selection.paste(in_place)
## Deletes the drawing on current cel enclosed within the selection's area.
func delete_content(selected_cels := true) -> void:
Global.canvas.selection.delete(selected_cels)
## Gives access to basic project manipulation functions.
class ProjectAPI:
## The project currently in focus
var current_project: Project:
set(value):
Global.tabs.current_tab = Global.projects.find(value)
get:
return Global.current_project
## Creates a new project (with new tab) with name [param name], size [param size],
## fill color [param fill_color] and frames [param frames]. The created project also
## gets returned.[br][br]
## [param frames] is an [Array] of type Frames. Usually it can be left as [code][][/code].
func new_project(
frames := [],
name := tr("untitled"),
size := Vector2(64, 64),
fill_color := Color.TRANSPARENT
) -> Project:
if !name.is_valid_filename():
name = tr("untitled")
if size.x <= 0 or size.y <= 0:
size.x = 1
size.y = 1
var new_proj := Project.new(frames, name, size.floor())
new_proj.layers.append(PixelLayer.new(new_proj))
new_proj.fill_color = fill_color
new_proj.frames.append(new_proj.new_empty_frame())
Global.projects.append(new_proj)
return new_proj
## Returns a dictionary containing all the project information.
func get_project_info(project: Project) -> Dictionary:
return project.serialize()
## Selects the cels and makes the last entry of [param selected_array] as the current cel
## [param selected_array] is an [Array] of [Arrays] of 2 integers (frame & layer).[br]
## Frames are counted from left to right, layers are counted from bottom to top.
## Frames/layers start at "0" and end at [param project.frames.size() - 1] and
## [param project.layers.size() - 1] respectively.
func select_cels(selected_array := [[0, 0]]):
var project := Global.current_project
project.selected_cels.clear()
for cel_position in selected_array:
if typeof(cel_position) == TYPE_ARRAY and cel_position.size() == 2:
var frame = clampi(cel_position[0], 0, project.frames.size() - 1)
var layer = clampi(cel_position[1], 0, project.layers.size() - 1)
if not [frame, layer] in project.selected_cels:
project.selected_cels.append([frame, layer])
project.change_cel(project.selected_cels[-1][0], project.selected_cels[-1][1])
## Returns the current cel.
## Cel type can be checked using function [method get_class_name] inside the cel
## type can be GroupCel, PixelCel, Cel3D, or BaseCel.
func get_current_cel() -> BaseCel:
return current_project.get_current_cel()
## Frames are counted from left to right, layers are counted from bottom to top.
## Frames/layers start at "0" and end at [param project.frames.size() - 1] and
## [param project.layers.size() - 1] respectively.
func get_cel_at(project: Project, frame: int, layer: int) -> BaseCel:
frame = clampi(frame, 0, project.frames.size() - 1)
layer = clampi(layer, 0, project.layers.size() - 1)
return project.frames[frame].cels[layer]
## Sets an [param image] at [param frame] and [param layer] on the current project.
## Frames are counted from left to right, layers are counted from bottom to top.
func set_pixelcel_image(image: Image, frame: int, layer: int) -> void:
if get_cel_at(current_project, frame, layer).get_class_name() == "PixelCel":
OpenSave.open_image_at_cel(image, layer, frame)
else:
print("cel at frame ", frame, ", layer ", layer, " is not a PixelCel")
## Adds a new frame in the current project after frame [param after_frame].
func add_new_frame(after_frame: int):
var project := Global.current_project
if after_frame < project.frames.size() and after_frame >= 0:
var old_current = project.current_frame
project.current_frame = after_frame # temporary assignment
Global.animation_timeline.add_frame()
project.current_frame = old_current
else:
print("invalid (after_frame)")
## Adds a new Layer of name [param name] in the current project above layer [param above_layer]
## ([param above_layer] = 0 is the bottom-most layer and so on).
## [br][param type] = 0 --> PixelLayer,
## [br][param type] = 1 --> GroupLayer,
## [br][param type] = 2 --> 3DLayer
func add_new_layer(above_layer: int, name := "", type := Global.LayerTypes.PIXEL):
var project = ExtensionsApi.project.get_current_project()
if above_layer < project.layers.size() and above_layer >= 0:
var old_current = project.current_layer
project.current_layer = above_layer # temporary assignment
if type >= 0 and type < Global.LayerTypes.size():
Global.animation_timeline.add_layer(type)
if name != "":
project.layers[above_layer + 1].name = name
var l_idx = Global.layer_vbox.get_child_count() - (above_layer + 2)
Global.layer_vbox.get_child(l_idx).label.text = name
project.current_layer = old_current
else:
print("invalid (type)")
else:
print("invalid (above_layer)")
## Gives access to adding custom exporters.
class ExportAPI:
# gdlint: ignore=constant-name
const ExportTab := Export.ExportTab
## [param format_info] has keys: [code]extension[/code] and [code]description[/code]
## whose values are of type [String] e.g:[codeblock]
## format_info = {"extension": ".gif", "description": "GIF Image"}
## [/codeblock]
## [param exporter_generator] is a node with a script containing the method
## [method override_export] which takes 1 argument of type Dictionary which is automatically
## passed to [method override_export] at time of export and contains
## keys: [code]processed_images[/code], [code]durations[/code], [code]export_dialog[/code],
## [code]export_paths[/code], [code]project[/code][br]
## If the value of [param tab] is not in [constant ExportTab] then the format will be added to
## both tabs. Returns the index of exporter, which can be used to remove exporter later.
func add_export_option(
format_info: Dictionary,
exporter_generator: Object,
tab := ExportTab.IMAGE,
is_animated := true
) -> int:
# Separate enum name and file name
var extension = ""
var format_name = ""
if format_info.has("extension"):
extension = format_info["extension"]
if format_info.has("description"):
format_name = format_info["description"].strip_edges().to_upper().replace(" ", "_")
# Change format name if another one uses the same name
var existing_format_names = Export.FileFormat.keys() + Export.custom_file_formats.keys()
for i in range(existing_format_names.size()):
var test_name = format_name
if i != 0:
test_name = str(test_name, "_", i)
if !existing_format_names.has(test_name):
format_name = test_name
break
# Setup complete, add the exporter
var id = Export.add_custom_file_format(
format_name, extension, exporter_generator, tab, is_animated
)
ExtensionsApi.add_action("ExportAPI", "add_exporter")
return id
## Removes the exporter with [param id] from Pixelorama.
func remove_export_option(id: int):
if Export.custom_exporter_generators.has(id):
Export.remove_custom_file_format(id)
ExtensionsApi.remove_action("ExportAPI", "add_exporter")
## Gives access to adding custom import options.
class ImportAPI:
## [param import_scene] is a scene preload that will be instanced and added to "import options"
## section of pixelorama's import dialogs and will appears whenever [param import_name] is
## chosen from import menu.
## [br]
## [param import_scene] must have a a script containing:[br]
## 1. An optional variable named [code]import_preview_dialog[/code] of type [ConfirmationDialog],
## If present, it will automatically be assigned a reference to the relevant import dialog's
## [code]ImportPreviewDialog[/code] class so that you can easily access variables and
## methods of that class. (This variable is meant to be read-only)[br]
## 2. The method [method initiate_import] which takes 2 arguments: [code]path[/code],
## [code]image[/code], which are automatically passed to [method initiate_import] at
## time of import.
func add_import_option(import_name: StringName, import_scene_preload: PackedScene):
var id = OpenSave.add_import_option(import_name, import_scene_preload)
ExtensionsApi.add_action("ImportAPI", "add_import_option")
return id
## Removes the import option with [param id] from Pixelorama.
func remove_import_option(id: int):
var import_name = OpenSave.custom_import_names.find_key(id)
OpenSave.custom_import_names.erase(import_name)
OpenSave.custom_importer_scenes.erase(id)
ExtensionsApi.remove_action("ImportAPI", "add_import_option")
## Gives access to the basic commonly used signals.
##
## Gives access to the basic commonly used signals.
## Some less common signals are not mentioned in Api but could be accessed through source directly.
class SignalsAPI:
# system to auto-adjust texture_changed to the "current cel"
## This signal is not meant to be used directly.
## Use [method connect_current_cel_texture_changed] instead
signal texture_changed
var _last_cel: BaseCel
func _init() -> void:
Global.project_switched.connect(_update_texture_signal)
Global.cel_switched.connect(_update_texture_signal)
func _update_texture_signal():
if _last_cel:
_last_cel.texture_changed.disconnect(_on_texture_changed)
if Global.current_project:
_last_cel = Global.current_project.get_current_cel()
_last_cel.texture_changed.connect(_on_texture_changed)
func _on_texture_changed():
texture_changed.emit()
func _connect_disconnect(signal_class: Signal, callable: Callable, is_disconnecting := false):
if !is_disconnecting:
signal_class.connect(callable)
ExtensionsApi.add_action("SignalsAPI", signal_class.get_name())
else:
signal_class.disconnect(callable)
ExtensionsApi.remove_action("SignalsAPI", signal_class.get_name())
# APP RELATED SIGNALS
## connects/disconnects a signal to [param callable], that emits
## when pixelorama is just opened.
func signal_pixelorama_opened(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.pixelorama_opened, callable, is_disconnecting)
## connects/disconnects a signal to [param callable], that emits
## when pixelorama is about to close.
func signal_pixelorama_about_to_close(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.pixelorama_about_to_close, callable, is_disconnecting)
# PROJECT RELATED SIGNALS
## connects/disconnects a signal to [param callable], that emits
## whenever a new project is created.[br]
## [b]Binds: [/b]It has one bind of type [code]Project[/code] which is the newly created project
func signal_project_created(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.project_created, callable, is_disconnecting)
## connects/disconnects a signal to [param callable], that emits
## after a project is saved.
func signal_project_saved(callable: Callable, is_disconnecting := false):
_connect_disconnect(OpenSave.project_saved, callable, is_disconnecting)
## connects/disconnects a signal to [param callable], that emits
## whenever you switch to some other project.
func signal_project_switched(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.project_switched, callable, is_disconnecting)
## connects/disconnects a signal to [param callable], that emits
## whenever you select a different cel.
func signal_cel_switched(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.cel_switched, callable, is_disconnecting)
# TOOL RELATED SIGNALS
## connects/disconnects a signal to [param callable], that emits
## whenever a tool changes color.[br]
## [b]Binds: [/b] It has two bind of type [Color] (indicating new color)
## and [int] (Indicating button that tool is assigned to, see [enum @GlobalScope.MouseButton])
func signal_tool_color_changed(callable: Callable, is_disconnecting := false):
_connect_disconnect(Tools.color_changed, callable, is_disconnecting)
# TIMELINE RELATED SIGNALS
## connects/disconnects a signal to [param callable], that emits
## whenever timeline animation starts.[br]
## [b]Binds: [/b] It has one bind of type [bool] which indicated if animation is in
## forward direction ([code]true[/code]) or backward direction ([code]false[/code])
func signal_timeline_animation_started(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.animation_timeline.animation_started, callable, is_disconnecting)
## connects/disconnects a signal to [param callable], that emits
## whenever timeline animation stops.
func signal_timeline_animation_finished(callable: Callable, is_disconnecting := false):
_connect_disconnect(
Global.animation_timeline.animation_finished, callable, is_disconnecting
)
# UPDATER SIGNALS
## connects/disconnects a signal to [param callable], that emits
## whenever texture of the currently focused cel changes.
func signal_current_cel_texture_changed(callable: Callable, is_disconnecting := false):
_connect_disconnect(texture_changed, callable, is_disconnecting)
## connects/disconnects a signal to [param callable], that emits
## whenever preview is about to be drawn.[br]
## [b]Binds: [/b]It has one bind of type [Dictionary] with keys: [code]exporter_id[/code],
## [code]export_tab[/code], [code]preview_images[/code], [code]durations[/code]
## [br] Use this if you plan on changing preview of export
func signal_export_about_to_preview(callable: Callable, is_disconnecting := false):
_connect_disconnect(Global.export_dialog.about_to_preview, callable, is_disconnecting)