mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-20 01:59:49 +00:00
451 lines
15 KiB
GDScript
451 lines
15 KiB
GDScript
extends Node
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enum ExportTab { IMAGE = 0, SPRITESHEET = 1 }
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enum Orientation { ROWS = 0, COLUMNS = 1 }
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enum AnimationDirection { FORWARD = 0, BACKWARDS = 1, PING_PONG = 2 }
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# See file_format_string, file_format_description, and ExportDialog.gd
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enum FileFormat { PNG = 0, GIF = 1, APNG = 2 }
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var current_tab: int = ExportTab.IMAGE
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# All frames and their layers processed/blended into images
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var processed_images := [] # Image[]
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var durations := [] # Array of floats
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# Spritesheet options
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var orientation: int = Orientation.ROWS
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var lines_count := 1 # How many rows/columns before new line is added
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# General options
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var frame_current_tag := 0 # Export only current frame tag
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var export_layers := 0
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var number_of_frames := 1
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var direction: int = AnimationDirection.FORWARD
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var resize := 100
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var interpolation := 0 # Image.Interpolation
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var new_dir_for_each_frame_tag := false # we don't need to store this after export
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# Export coroutine signal
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var stop_export := false
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var file_exists_alert := "The following files already exist. Do you wish to overwrite them?\n%s"
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# Export progress variables
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var export_progress_fraction := 0.0
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var export_progress := 0.0
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onready var gif_export_thread := Thread.new()
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func _exit_tree() -> void:
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if gif_export_thread.is_active():
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gif_export_thread.wait_to_finish()
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func external_export(project := Global.current_project) -> void:
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process_data(project)
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export_processed_images(true, Global.export_dialog, project)
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func process_data(project := Global.current_project) -> void:
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match current_tab:
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ExportTab.IMAGE:
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process_animation(project)
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ExportTab.SPRITESHEET:
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process_spritesheet(project)
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func process_spritesheet(project := Global.current_project) -> void:
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processed_images.clear()
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# Range of frames determined by tags
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var frames := calculate_frames(project)
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# Then store the size of frames for other functions
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number_of_frames = frames.size()
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# If rows mode selected calculate columns count and vice versa
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var spritesheet_columns := (
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lines_count
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if orientation == Orientation.ROWS
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else frames_divided_by_spritesheet_lines()
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)
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var spritesheet_rows := (
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lines_count
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if orientation == Orientation.COLUMNS
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else frames_divided_by_spritesheet_lines()
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)
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var width := project.size.x * spritesheet_columns
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var height := project.size.y * spritesheet_rows
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var whole_image := Image.new()
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whole_image.create(width, height, false, Image.FORMAT_RGBA8)
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var origin := Vector2.ZERO
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var hh := 0
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var vv := 0
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for frame in frames:
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if orientation == Orientation.ROWS:
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if vv < spritesheet_columns:
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origin.x = project.size.x * vv
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vv += 1
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else:
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hh += 1
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origin.x = 0
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vv = 1
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origin.y = project.size.y * hh
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else:
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if hh < spritesheet_rows:
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origin.y = project.size.y * hh
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hh += 1
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else:
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vv += 1
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origin.y = 0
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hh = 1
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origin.x = project.size.x * vv
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blend_layers(whole_image, frame, origin)
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processed_images.append(whole_image)
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func process_animation(project := Global.current_project) -> void:
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processed_images.clear()
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durations.clear()
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var frames := calculate_frames(project)
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for frame in frames:
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var image := Image.new()
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image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8)
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blend_layers(image, frame)
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processed_images.append(image)
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durations.append(frame.duration * (1.0 / project.fps))
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func calculate_frames(project := Global.current_project) -> Array:
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var frames := []
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if frame_current_tag > 1: # Specific tag
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var frame_start: int = project.animation_tags[frame_current_tag - 2].from
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var frame_end: int = project.animation_tags[frame_current_tag - 2].to
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frames = project.frames.slice(frame_start - 1, frame_end - 1, 1, true)
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elif frame_current_tag == 1: # Selected frames
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for cel in project.selected_cels:
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frames.append(project.frames[cel[0]])
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else: # All frames
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frames = project.frames.duplicate()
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if direction == AnimationDirection.BACKWARDS:
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frames.invert()
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elif direction == AnimationDirection.PING_PONG:
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var inverted_frames := frames.duplicate()
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inverted_frames.invert()
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inverted_frames.remove(0)
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frames.append_array(inverted_frames)
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return frames
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func export_processed_images(
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ignore_overwrites: bool, export_dialog: ConfirmationDialog, project := Global.current_project
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) -> bool:
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# Stop export if directory path or file name are not valid
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var dir := Directory.new()
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if not dir.dir_exists(project.directory_path) or not project.file_name.is_valid_filename():
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if not dir.dir_exists(project.directory_path) and project.file_name.is_valid_filename():
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export_dialog.open_path_validation_alert_popup(0)
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elif not project.file_name.is_valid_filename() and dir.dir_exists(project.directory_path):
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export_dialog.open_path_validation_alert_popup(1)
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else:
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export_dialog.open_path_validation_alert_popup()
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return false
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var multiple_files := false
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if current_tab == ExportTab.IMAGE and not is_single_file_format(project):
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multiple_files = true if processed_images.size() > 1 else false
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# Check export paths
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var export_paths := []
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var paths_of_existing_files := ""
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for i in range(processed_images.size()):
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stop_export = false
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var export_path := create_export_path(multiple_files, project, i + 1)
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# If the user wants to create a new directory for each animation tag then check
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# if directories exist, and create them if not
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if multiple_files and new_dir_for_each_frame_tag:
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var frame_tag_directory := Directory.new()
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if not frame_tag_directory.dir_exists(export_path.get_base_dir()):
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frame_tag_directory.open(project.directory_path)
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frame_tag_directory.make_dir(export_path.get_base_dir().get_file())
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if not ignore_overwrites: # Check if the files already exist
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var file_check: File = File.new()
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if file_check.file_exists(export_path):
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if not paths_of_existing_files.empty():
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paths_of_existing_files += "\n"
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paths_of_existing_files += export_path
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export_paths.append(export_path)
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# Only get one export path if single file animated image is exported
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if is_single_file_format(project):
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break
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if not paths_of_existing_files.empty(): # If files already exist
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# Ask user if they want to overwrite the files
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export_dialog.open_file_exists_alert_popup(tr(file_exists_alert) % paths_of_existing_files)
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# Stops the function until the user decides if they want to overwrite
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yield(export_dialog, "resume_export_function")
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if stop_export: # User decided to stop export
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return
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scale_processed_images()
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if is_single_file_format(project):
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var exporter: AImgIOBaseExporter
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if project.file_format == FileFormat.APNG:
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exporter = AImgIOAPNGExporter.new()
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else:
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exporter = GIFAnimationExporter.new()
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var details := {
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"exporter": exporter,
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"export_dialog": export_dialog,
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"export_paths": export_paths,
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"project": project
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}
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if OS.get_name() == "HTML5":
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export_animated(details)
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else:
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if gif_export_thread.is_active():
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gif_export_thread.wait_to_finish()
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gif_export_thread.start(self, "export_animated", details)
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else:
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var succeeded := true
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for i in range(processed_images.size()):
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if OS.get_name() == "HTML5":
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JavaScript.download_buffer(
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processed_images[i].save_png_to_buffer(),
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export_paths[i].get_file(),
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"image/png"
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)
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else:
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var err: int = processed_images[i].save_png(export_paths[i])
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if err != OK:
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Global.error_dialog.set_text(tr("File failed to save. Error code %s") % err)
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Global.error_dialog.popup_centered()
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Global.dialog_open(true)
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succeeded = false
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if succeeded:
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Global.notification_label("File(s) exported")
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# Store settings for quick export and when the dialog is opened again
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var file_name_with_ext := project.file_name + file_format_string(project.file_format)
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project.was_exported = true
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if project.export_overwrite:
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Global.top_menu_container.file_menu.set_item_text(
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Global.FileMenu.EXPORT, tr("Overwrite") + " %s" % file_name_with_ext
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)
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else:
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Global.top_menu_container.file_menu.set_item_text(
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Global.FileMenu.EXPORT, tr("Export") + " %s" % file_name_with_ext
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)
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return true
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func export_animated(args: Dictionary) -> void:
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var project: Project = args["project"]
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var exporter: AImgIOBaseExporter = args["exporter"]
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# This is an ExportDialog (which refers back here).
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var export_dialog: ConfirmationDialog = args["export_dialog"]
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# Export progress popup
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# One fraction per each frame, one fraction for write to disk
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export_progress_fraction = 100.0 / len(processed_images)
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export_progress = 0.0
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export_dialog.set_export_progress_bar(export_progress)
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export_dialog.toggle_export_progress_popup(true)
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# Transform into AImgIO form
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var frames := []
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for i in range(len(processed_images)):
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var frame: AImgIOFrame = AImgIOFrame.new()
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frame.content = processed_images[i]
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frame.duration = durations[i]
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frames.push_back(frame)
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# Export and save GIF/APNG
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var file_data := exporter.export_animation(
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frames, project.fps, self, "increase_export_progress", [export_dialog]
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)
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if OS.get_name() == "HTML5":
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JavaScript.download_buffer(file_data, args["export_paths"][0], exporter.mime_type)
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else:
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var file: File = File.new()
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file.open(args["export_paths"][0], File.WRITE)
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file.store_buffer(file_data)
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file.close()
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export_dialog.toggle_export_progress_popup(false)
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Global.notification_label("File(s) exported")
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func increase_export_progress(export_dialog: Node) -> void:
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export_progress += export_progress_fraction
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export_dialog.set_export_progress_bar(export_progress)
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func scale_processed_images() -> void:
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for processed_image in processed_images:
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if resize != 100:
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processed_image.unlock()
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processed_image.resize(
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processed_image.get_size().x * resize / 100,
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processed_image.get_size().y * resize / 100,
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interpolation
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)
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func file_format_string(format_enum: int) -> String:
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match format_enum:
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FileFormat.PNG:
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return ".png"
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FileFormat.GIF:
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return ".gif"
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FileFormat.APNG:
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return ".apng"
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_:
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return ""
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func file_format_description(format_enum: int) -> String:
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match format_enum:
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FileFormat.PNG:
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return "PNG Image"
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FileFormat.GIF:
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return "GIF Image"
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FileFormat.APNG:
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return "APNG Image"
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_:
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return ""
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func is_single_file_format(project := Global.current_project) -> bool:
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# True when exporting to .gif and .apng (and potentially video formats in the future)
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# False when exporting to .png, and other non-animated formats in the future
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return project.file_format == FileFormat.GIF or project.file_format == FileFormat.APNG
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func create_export_path(multifile: bool, project: Project, frame: int = 0) -> String:
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var path := project.file_name
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# Only append frame number when there are multiple files exported
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if multifile:
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var frame_tag_and_start_id := get_proccessed_image_animation_tag_and_start_id(
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project, frame - 1
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)
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# Check if exported frame is in frame tag
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if frame_tag_and_start_id != null:
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var frame_tag: String = frame_tag_and_start_id[0]
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var start_id: int = frame_tag_and_start_id[1]
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# Remove unallowed characters in frame tag directory
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var regex := RegEx.new()
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regex.compile("[^a-zA-Z0-9_]+")
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var frame_tag_dir := regex.sub(frame_tag, "", true)
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if new_dir_for_each_frame_tag:
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# Add frame tag if frame has one
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# (frame - start_id + 1) Makes frames id to start from 1 in each frame tag directory
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path += "_" + frame_tag_dir + "_" + String(frame - start_id + 1)
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return project.directory_path.plus_file(frame_tag_dir).plus_file(
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path + file_format_string(project.file_format)
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)
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else:
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# Add frame tag if frame has one
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# (frame - start_id + 1) Makes frames id to start from 1 in each frame tag
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path += "_" + frame_tag_dir + "_" + String(frame - start_id + 1)
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else:
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path += "_" + String(frame)
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return project.directory_path.plus_file(path + file_format_string(project.file_format))
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func get_proccessed_image_animation_tag_and_start_id(
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project: Project, processed_image_id: int
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) -> Array:
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var result_animation_tag_and_start_id = null
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for animation_tag in project.animation_tags:
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# Check if processed image is in frame tag and assign frame tag and start id if yes
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# Then stop
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if (
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(processed_image_id + 1) >= animation_tag.from
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and (processed_image_id + 1) <= animation_tag.to
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):
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result_animation_tag_and_start_id = [animation_tag.name, animation_tag.from]
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break
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return result_animation_tag_and_start_id
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func blend_layers(
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image: Image, frame: Frame, origin := Vector2.ZERO, project := Global.current_project
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) -> void:
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if export_layers == 0:
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blend_all_layers(image, frame, origin, project)
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elif export_layers == 1:
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blend_selected_cels(image, frame, origin, project)
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else:
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var layer: BaseLayer = project.layers[export_layers - 2]
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var layer_image := Image.new()
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if layer is GroupLayer:
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layer_image.copy_from(layer.blend_children(frame, Vector2.ZERO))
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else:
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layer_image.copy_from(frame.cels[export_layers - 2].get_image())
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image.blend_rect(layer_image, Rect2(Vector2.ZERO, project.size), origin)
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# Blends canvas layers into passed image starting from the origin position
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func blend_all_layers(
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image: Image, frame: Frame, origin := Vector2.ZERO, project := Global.current_project
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) -> void:
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var layer_i := 0
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for cel in frame.cels:
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if not project.layers[layer_i].is_visible_in_hierarchy():
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layer_i += 1
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continue
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if cel is GroupCel:
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layer_i += 1
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continue
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var cel_image := Image.new()
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cel_image.copy_from(cel.get_image())
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if cel.opacity < 1: # If we have cel transparency
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cel_image.lock()
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for xx in cel_image.get_size().x:
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for yy in cel_image.get_size().y:
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var pixel_color := cel_image.get_pixel(xx, yy)
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var alpha: float = pixel_color.a * cel.opacity
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cel_image.set_pixel(
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xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)
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)
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cel_image.unlock()
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image.blend_rect(cel_image, Rect2(Vector2.ZERO, project.size), origin)
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layer_i += 1
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# Blends selected cels of the given frame into passed image starting from the origin position
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func blend_selected_cels(
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image: Image, frame: Frame, origin := Vector2(0, 0), project := Global.current_project
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) -> void:
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for cel_ind in frame.cels.size():
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var test_array := [project.current_frame, cel_ind]
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if not test_array in project.selected_cels:
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continue
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if frame.cels[cel_ind] is GroupCel:
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continue
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if not project.layers[cel_ind].is_visible_in_hierarchy():
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continue
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var cel: BaseCel = frame.cels[cel_ind]
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var cel_image := Image.new()
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cel_image.copy_from(cel.get_image())
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if cel.opacity < 1: # If we have cel transparency
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cel_image.lock()
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for xx in cel_image.get_size().x:
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for yy in cel_image.get_size().y:
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var pixel_color := cel_image.get_pixel(xx, yy)
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var alpha: float = pixel_color.a * cel.opacity
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cel_image.set_pixel(
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xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)
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)
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cel_image.unlock()
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image.blend_rect(cel_image, Rect2(Vector2.ZERO, project.size), origin)
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func frames_divided_by_spritesheet_lines() -> int:
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return int(ceil(number_of_frames / float(lines_count)))
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