mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-20 10:09:48 +00:00
1fa34d7196
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
434 lines
14 KiB
GDScript
434 lines
14 KiB
GDScript
extends Node
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enum ExportTab { FRAME = 0, SPRITESHEET = 1, ANIMATION = 2 }
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enum Orientation { ROWS = 0, COLUMNS = 1 }
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enum AnimationType { MULTIPLE_FILES = 0, ANIMATED = 1 }
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enum AnimationDirection { FORWARD = 0, BACKWARDS = 1, PING_PONG = 2 }
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enum FileFormat { PNG = 0, GIF = 1 }
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# Gif exporter
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const GIFExporter = preload("res://addons/gdgifexporter/exporter.gd")
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const MedianCutQuantization = preload("res://addons/gdgifexporter/quantization/median_cut.gd")
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var current_tab: int = ExportTab.FRAME
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# Frame options
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var frame_number := 1
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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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# Spritesheet options
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var frame_current_tag := 0 # Export only current frame tag
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var number_of_frames := 1
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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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var animation_type: int = AnimationType.MULTIPLE_FILES
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var direction: int = AnimationDirection.FORWARD
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# Options
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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: bool = true # you don't need to store this after export
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# Export directory path and export file name
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var directory_path := ""
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var file_name := "untitled"
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var file_format: int = FileFormat.PNG
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var was_exported: bool = false
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# Export coroutine signal
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var stop_export = false
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var file_exists_alert = "File %s already exists. Overwrite?"
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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() -> void:
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match current_tab:
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ExportTab.FRAME:
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process_frame()
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ExportTab.SPRITESHEET:
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process_spritesheet()
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ExportTab.ANIMATION:
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process_animation()
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export_processed_images(true, Global.export_dialog)
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func process_frame() -> void:
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processed_images.clear()
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var frame = Global.current_project.frames[frame_number - 1]
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var image := Image.new()
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image.create(
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Global.current_project.size.x, Global.current_project.size.y, false, Image.FORMAT_RGBA8
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)
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blend_layers(image, frame)
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processed_images.append(image)
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func process_spritesheet() -> void:
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processed_images.clear()
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# Range of frames determined by tags
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var frames := []
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if frame_current_tag > 0:
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var frame_start = Global.current_project.animation_tags[frame_current_tag - 1].from
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var frame_end = Global.current_project.animation_tags[frame_current_tag - 1].to
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frames = Global.current_project.frames.slice(frame_start - 1, frame_end - 1, 1, true)
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else:
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frames = Global.current_project.frames
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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 = Global.current_project.size.x * spritesheet_columns
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var height = Global.current_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 = Global.current_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 = Global.current_project.size.y * hh
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else:
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if hh < spritesheet_rows:
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origin.y = Global.current_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 = Global.current_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() -> void:
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processed_images.clear()
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for frame in Global.current_project.frames:
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var image := Image.new()
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image.create(
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Global.current_project.size.x, Global.current_project.size.y, false, Image.FORMAT_RGBA8
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)
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blend_layers(image, frame)
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processed_images.append(image)
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func export_processed_images(ignore_overwrites: bool, export_dialog: AcceptDialog) -> 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(directory_path) or not file_name.is_valid_filename():
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if not dir.dir_exists(directory_path) and file_name.is_valid_filename():
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export_dialog.open_path_validation_alert_popup(0)
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elif not file_name.is_valid_filename() and dir.dir_exists(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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# Check export paths
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var export_paths = []
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for i in range(processed_images.size()):
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stop_export = false
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var multiple_files := (
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true
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if (
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current_tab == ExportTab.ANIMATION
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and animation_type == AnimationType.MULTIPLE_FILES
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)
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else false
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)
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var export_path = create_export_path(multiple_files, i + 1)
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# If user want to create 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(directory_path)
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frame_tag_directory.make_dir(export_path.get_base_dir().get_file())
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# Check if the file already exists
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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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# Ask user if they want to overwrite the file
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if not was_exported or (was_exported and not ignore_overwrites):
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# Overwrite existing file?
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export_dialog.open_file_exists_alert_popup(file_exists_alert % export_path)
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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:
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# User decided to stop export
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return
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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 current_tab == ExportTab.ANIMATION and animation_type == AnimationType.ANIMATED:
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break
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# Scale images that are to export
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scale_processed_images()
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if current_tab == ExportTab.ANIMATION and animation_type == AnimationType.ANIMATED:
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if OS.get_name() == "HTML5":
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export_gif({"export_dialog": export_dialog, "export_paths": export_paths})
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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(
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self, "export_gif", {"export_dialog": export_dialog, "export_paths": export_paths}
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)
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else:
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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 = 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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# Store settings for quick export and when the dialog is opened again
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was_exported = true
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Global.current_project.was_exported = true
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if Global.current_project.export_overwrite:
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Global.top_menu_container.file_menu.set_item_text(
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6, tr("Overwrite") + " %s" % (file_name + Export.file_format_string(file_format))
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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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6, tr("Export") + " %s" % (file_name + file_format_string(file_format))
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)
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# Only show when not exporting gif - gif export finishes in thread
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if not (current_tab == ExportTab.ANIMATION and animation_type == AnimationType.ANIMATED):
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Global.notification_label("File(s) exported")
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return true
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func export_gif(args: Dictionary) -> void:
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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 / processed_images.size()
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export_progress = 0.0
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args["export_dialog"].set_export_progress_bar(export_progress)
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args["export_dialog"].toggle_export_progress_popup(true)
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# Export and save gif
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var exporter = GIFExporter.new(
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processed_images[0].get_width(), processed_images[0].get_height()
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)
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match direction:
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AnimationDirection.FORWARD:
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for i in range(processed_images.size()):
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write_frame_to_gif(
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processed_images[i],
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Global.current_project.frames[i].duration * (1 / Global.current_project.fps),
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exporter,
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args["export_dialog"]
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)
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AnimationDirection.BACKWARDS:
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for i in range(processed_images.size() - 1, -1, -1):
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write_frame_to_gif(
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processed_images[i],
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Global.current_project.frames[i].duration * (1 / Global.current_project.fps),
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exporter,
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args["export_dialog"]
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)
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AnimationDirection.PING_PONG:
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export_progress_fraction = 100 / (processed_images.size() * 2)
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for i in range(0, processed_images.size()):
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write_frame_to_gif(
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processed_images[i],
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Global.current_project.frames[i].duration * (1 / Global.current_project.fps),
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exporter,
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args["export_dialog"]
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)
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for i in range(processed_images.size() - 2, 0, -1):
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write_frame_to_gif(
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processed_images[i],
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Global.current_project.frames[i].duration * (1 / Global.current_project.fps),
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exporter,
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args["export_dialog"]
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)
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if OS.get_name() == "HTML5":
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JavaScript.download_buffer(
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exporter.export_file_data(), args["export_paths"][0], "image/gif"
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)
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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(exporter.export_file_data())
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file.close()
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args["export_dialog"].toggle_export_progress_popup(false)
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Global.notification_label("File(s) exported")
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func write_frame_to_gif(image: Image, wait_time: float, exporter: Reference, dialog: Node) -> void:
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exporter.add_frame(image, wait_time, MedianCutQuantization)
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increase_export_progress(dialog)
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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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0: # PNG
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return ".png"
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1: # GIF
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return ".gif"
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_:
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return ""
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func create_export_path(multifile: bool, frame: int = 0) -> String:
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var path = 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(frame - 1)
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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 = frame_tag_and_start_id[0]
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var start_id = 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 directory_path.plus_file(frame_tag_dir).plus_file(
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path + file_format_string(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:
|
|
path += "_" + String(frame)
|
|
|
|
return directory_path.plus_file(path + file_format_string(file_format))
|
|
|
|
|
|
func get_proccessed_image_animation_tag_and_start_id(processed_image_id: int) -> Array:
|
|
var result_animation_tag_and_start_id = null
|
|
for animation_tag in Global.current_project.animation_tags:
|
|
# Check if processed image is in frame tag and assign frame tag and start id if yes
|
|
# Then stop
|
|
if (
|
|
(processed_image_id + 1) >= animation_tag.from
|
|
and (processed_image_id + 1) <= animation_tag.to
|
|
):
|
|
result_animation_tag_and_start_id = [animation_tag.name, animation_tag.from]
|
|
break
|
|
return result_animation_tag_and_start_id
|
|
|
|
|
|
# Blends canvas layers into passed image starting from the origin position
|
|
func blend_layers(image: Image, frame: Frame, origin: Vector2 = Vector2(0, 0)) -> void:
|
|
image.lock()
|
|
var layer_i := 0
|
|
for cel in frame.cels:
|
|
if Global.current_project.layers[layer_i].is_visible_in_hierarchy() and cel is PixelCel:
|
|
var cel_image := Image.new()
|
|
cel_image.copy_from(cel.image)
|
|
cel_image.lock()
|
|
if cel.opacity < 1: # If we have cel transparency
|
|
for xx in cel_image.get_size().x:
|
|
for yy in cel_image.get_size().y:
|
|
var pixel_color := cel_image.get_pixel(xx, yy)
|
|
var alpha: float = pixel_color.a * cel.opacity
|
|
cel_image.set_pixel(
|
|
xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)
|
|
)
|
|
image.blend_rect(cel_image, Rect2(Vector2.ZERO, Global.current_project.size), origin)
|
|
cel_image.unlock()
|
|
layer_i += 1
|
|
image.unlock()
|
|
|
|
|
|
# Blends selected cels of the given frame into passed image starting from the origin position
|
|
func blend_selected_cels(image: Image, frame: Frame, origin: Vector2 = Vector2(0, 0)) -> void:
|
|
image.lock()
|
|
var layer_i := 0
|
|
for cel_ind in frame.cels.size():
|
|
var test_array = [Global.current_project.current_frame, cel_ind]
|
|
if not test_array in Global.current_project.selected_cels:
|
|
continue
|
|
if not frame.cels[cel_ind] is PixelCel:
|
|
continue
|
|
|
|
var cel: PixelCel = frame.cels[cel_ind]
|
|
|
|
if Global.current_project.layers[layer_i].is_visible_in_hierarchy():
|
|
var cel_image := Image.new()
|
|
cel_image.copy_from(cel.image)
|
|
cel_image.lock()
|
|
if cel.opacity < 1: # If we have cel transparency
|
|
for xx in cel_image.get_size().x:
|
|
for yy in cel_image.get_size().y:
|
|
var pixel_color := cel_image.get_pixel(xx, yy)
|
|
var alpha: float = pixel_color.a * cel.opacity
|
|
cel_image.set_pixel(
|
|
xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)
|
|
)
|
|
image.blend_rect(cel_image, Rect2(Vector2.ZERO, Global.current_project.size), origin)
|
|
cel_image.unlock()
|
|
layer_i += 1
|
|
image.unlock()
|
|
|
|
|
|
func frames_divided_by_spritesheet_lines() -> int:
|
|
return int(ceil(number_of_frames / float(lines_count)))
|