mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-18 17:19:50 +00:00
5781c42821
v0.2 of Pixelorama is out! - Added animation timeline. You can add. remove. clone and change order of your frames! - You can now import multiple images as frames. - Ability to save individual frames, all frames as multiple files, or all frames as a single file in the form of a horizontal or vertical spritesheet! - Different frames can have a unique amount of layers and they can be of different sizes. - Image scaling is now functional. - Added hints for UI elements. - A lot of UI changes.
513 lines
17 KiB
GDScript
513 lines
17 KiB
GDScript
extends Control
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var current_path := ""
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var opensprite_file_selected := false
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var pencil_tool
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var eraser_tool
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var fill_tool
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var export_all_frames : CheckButton
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var export_as_single_file : CheckButton
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var export_vertical_spritesheet : CheckButton
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var fps := 1.0
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var animation_loop := false
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var animation_forward := true
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var file_menu_items := {
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"New..." : KEY_MASK_CTRL + KEY_N,
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#The import and export key shortcuts will change,
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#and they will be bound to Open and Save/Save as once I
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#make a custom file for Pixelorama projects
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"Import..." : KEY_MASK_CTRL + KEY_O,
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"Export..." : KEY_MASK_CTRL + KEY_S,
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"Export as..." : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_S,
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"Quit" : KEY_MASK_CTRL + KEY_Q
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}
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var edit_menu_items := {
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"Scale Image" : 0,
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"Show Grid" : KEY_MASK_CTRL + KEY_G
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#"Undo" : KEY_MASK_CTRL + KEY_Z,
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#"Redo" : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_Z,
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}
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var file_menu : PopupMenu = Global.file_menu.get_popup()
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var edit_menu : PopupMenu = Global.edit_menu.get_popup()
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var i = 0
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for item in file_menu_items.keys():
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file_menu.add_item(item, i, file_menu_items[item])
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i += 1
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i = 0
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for item in edit_menu_items.keys():
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edit_menu.add_item(item, i, edit_menu_items[item])
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i += 1
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file_menu.connect("id_pressed", self, "file_menu_id_pressed")
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edit_menu.connect("id_pressed", self, "edit_menu_id_pressed")
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pencil_tool = $UI/ToolPanel/Tools/MenusAndTools/ToolsContainer/Pencil
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eraser_tool = $UI/ToolPanel/Tools/MenusAndTools/ToolsContainer/Eraser
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fill_tool = $UI/ToolPanel/Tools/MenusAndTools/ToolsContainer/Fill
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pencil_tool.connect("pressed", self, "_on_Tool_pressed", [pencil_tool])
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eraser_tool.connect("pressed", self, "_on_Tool_pressed", [eraser_tool])
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fill_tool.connect("pressed", self, "_on_Tool_pressed", [fill_tool])
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export_all_frames = CheckButton.new()
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export_all_frames.text = "Export all frames?"
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export_as_single_file = CheckButton.new()
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export_as_single_file.text = "Export frames as a single file?"
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export_vertical_spritesheet = CheckButton.new()
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export_vertical_spritesheet.text = "Vertical spritesheet?"
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$SaveSprite.get_vbox().add_child(export_all_frames)
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$SaveSprite.get_vbox().add_child(export_as_single_file)
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$SaveSprite.get_vbox().add_child(export_vertical_spritesheet)
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func _input(event):
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#Handle tool shortcuts
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if event.is_action_pressed("right_pencil_tool"):
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_on_Tool_pressed(pencil_tool, false, false)
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elif event.is_action_pressed("left_pencil_tool"):
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_on_Tool_pressed(pencil_tool, false, true)
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elif event.is_action_pressed("right_eraser_tool"):
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_on_Tool_pressed(eraser_tool, false, false)
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elif event.is_action_pressed("left_eraser_tool"):
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_on_Tool_pressed(eraser_tool, false, true)
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elif event.is_action_pressed("right_fill_tool"):
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_on_Tool_pressed(fill_tool, false, false)
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elif event.is_action_pressed("left_fill_tool"):
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_on_Tool_pressed(fill_tool, false, true)
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func file_menu_id_pressed(id : int) -> void:
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match id:
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0: #New
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$CreateNewImage.popup_centered()
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Global.can_draw = false
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1: #Import
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$OpenSprite.popup_centered()
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Global.can_draw = false
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opensprite_file_selected = false
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2: #Export
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if current_path == "":
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$SaveSprite.popup_centered()
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Global.can_draw = false
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else:
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export_project()
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3: #Export as
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$SaveSprite.popup_centered()
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Global.can_draw = false
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4: #Quit
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get_tree().quit()
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func edit_menu_id_pressed(id : int) -> void:
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match id:
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0: #Scale Image
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$ScaleImage.popup_centered()
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Global.can_draw = false
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1: #Show grid
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Global.draw_grid = !Global.draw_grid
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func _on_CreateNewImage_confirmed() -> void:
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var width = float($CreateNewImage/VBoxContainer/WidthCont/WidthValue.value)
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var height = float($CreateNewImage/VBoxContainer/HeightCont/HeightValue.value)
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new_canvas(Vector2(width, height).floor())
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#func _on_OpenSprite_file_selected(path : String) -> void:
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# var image = Image.new()
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# var err = image.load(path)
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# if err == OK:
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# opensprite_file_selected = true
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# new_canvas(image.get_size(), image)
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# else:
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# OS.alert("Can't load file")
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func _on_OpenSprite_files_selected(paths) -> void:
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for child in Global.vbox_layer_container.get_children():
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if child is PanelContainer:
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child.queue_free()
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for child in Global.frame_container.get_children():
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child.queue_free()
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for child in Global.canvas_parent.get_children():
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if child is Canvas:
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child.queue_free()
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Global.canvases.clear()
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#Find the biggest image and let it handle the camera zoom options
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var max_size : Vector2
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var biggest_canvas : Canvas
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var i := 0
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for path in paths:
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var image = Image.new()
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var err = image.load(path)
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if err == OK:
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opensprite_file_selected = true
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var canvas : Canvas = load("res://Canvas.tscn").instance()
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canvas.size = image.get_size()
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image.convert(Image.FORMAT_RGBA8)
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image.lock()
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var tex := ImageTexture.new()
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tex.create_from_image(image, 0)
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#Store [Image, ImageTexture, Layer Name, Visibity boolean]
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canvas.layers.append([image, tex, "Layer 0", true])
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canvas.frame = i
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Global.canvas_parent.add_child(canvas)
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Global.canvases.append(canvas)
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canvas.visible = false
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if i == 0:
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max_size = canvas.size
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biggest_canvas = canvas
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else:
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if canvas.size > max_size:
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biggest_canvas = canvas
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else:
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OS.alert("Can't load file")
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i += 1
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Global.current_frame = i - 1
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Global.canvas = Global.canvases[Global.canvases.size() - 1]
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Global.canvas.visible = true
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Global.handle_layer_order_buttons()
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biggest_canvas.camera_zoom()
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if i > 1:
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Global.remove_frame_button.disabled = false
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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else:
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Global.remove_frame_button.disabled = true
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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func new_canvas(size : Vector2, sprite : Image = null) -> void:
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for child in Global.vbox_layer_container.get_children():
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if child is PanelContainer:
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child.queue_free()
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for child in Global.frame_container.get_children():
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child.queue_free()
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for child in Global.canvas_parent.get_children():
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if child is Canvas:
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child.queue_free()
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Global.canvases.clear()
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Global.canvas = load("res://Canvas.tscn").instance()
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Global.canvas.size = size
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# if sprite:
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# var layer0 := sprite
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# layer0.convert(Image.FORMAT_RGBA8)
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# var tex := ImageTexture.new()
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# tex.create_from_image(layer0, 0)
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# #Store [Image, ImageTexture, Layer Name, Visibity boolean]
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# Global.canvas.layers.append([layer0, tex, "Layer 0", true])
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Global.canvas_parent.add_child(Global.canvas)
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Global.canvases.append(Global.canvas)
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Global.current_frame = 0
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Global.remove_frame_button.disabled = true
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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func _on_SaveSprite_file_selected(path : String) -> void:
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current_path = path
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export_project()
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func export_project() -> void:
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if export_all_frames.pressed:
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if !export_as_single_file.pressed:
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var i := 0
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for canvas in Global.canvases:
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var path := "%s_%s" % [current_path, str(i)]
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path = path.replace(".png", "")
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path = "%s.png" % path
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save_sprite(canvas, path)
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i += 1
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else:
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save_spritesheet()
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else:
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save_sprite(Global.canvas, current_path)
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func save_sprite(canvas : Canvas, path : String) -> void:
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var whole_image := Image.new()
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whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
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for layer in canvas.layers:
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whole_image.blend_rect(layer[0], Rect2(canvas.position, canvas.size), Vector2.ZERO)
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layer[0].lock()
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var err = whole_image.save_png(path)
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if err != OK:
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OS.alert("Can't save file")
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func save_spritesheet() -> void:
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var width
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var height
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if export_vertical_spritesheet.pressed:
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width = Global.canvas.size.x
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height = 0
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for canvas in Global.canvases:
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height += canvas.size.y
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if canvas.size.x > width:
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width = canvas.size.x
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else:
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width = 0
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height = Global.canvas.size.y
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for canvas in Global.canvases:
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width += canvas.size.x
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if canvas.size.y > height:
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height = canvas.size.y
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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 dst := Vector2.ZERO
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for canvas in Global.canvases:
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for layer in canvas.layers:
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whole_image.blend_rect(layer[0], Rect2(canvas.position, canvas.size), dst)
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layer[0].lock()
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if export_vertical_spritesheet.pressed:
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dst += Vector2(0, canvas.size.y)
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else:
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dst += Vector2(canvas.size.x, 0)
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var err = whole_image.save_png(current_path)
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if err != OK:
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OS.alert("Can't save file")
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func _on_OpenSprite_popup_hide() -> void:
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if !opensprite_file_selected:
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Global.can_draw = true
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print(Global.can_draw)
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func _on_ViewportContainer_mouse_entered() -> void:
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Global.has_focus = true
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func _on_ViewportContainer_mouse_exited() -> void:
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Global.has_focus = false
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func _can_draw_true() -> void:
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Global.can_draw = true
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func _can_draw_false() -> void:
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Global.can_draw = false
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func _on_Tool_pressed(tool_pressed : BaseButton, mouse_press := true, key_for_left := true) -> void:
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var current_action := tool_pressed.name
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if (mouse_press && Input.is_action_just_released("left_mouse")) || (!mouse_press && key_for_left):
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Global.current_left_tool = current_action
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Global.left_indicator.get_parent().remove_child(Global.left_indicator)
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tool_pressed.add_child(Global.left_indicator)
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elif (mouse_press && Input.is_action_just_released("right_mouse")) || (!mouse_press && !key_for_left):
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Global.current_right_tool = current_action
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Global.right_indicator.get_parent().remove_child(Global.right_indicator)
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tool_pressed.add_child(Global.right_indicator)
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func _on_ScaleImage_confirmed() -> void:
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var width = float($ScaleImage/VBoxContainer/WidthCont/WidthValue.value)
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var height = float($ScaleImage/VBoxContainer/HeightCont/HeightValue.value)
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for i in range(Global.canvas.layers.size() - 1, -1, -1):
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var sprite = Image.new()
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sprite = Global.canvas.layers[i][1].get_data()
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sprite.resize(width, height, $ScaleImage/VBoxContainer/InterpolationContainer/InterpolationType.selected)
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Global.canvas.layers[i][0] = sprite
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Global.canvas.layers[i][0].lock()
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Global.canvas.update_texture(i)
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Global.canvas.size = Vector2(width, height).floor()
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Global.canvas.camera_zoom()
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func add_layer(is_new := true) -> void:
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var new_layer := Image.new()
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if is_new:
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new_layer.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8)
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else: #clone layer
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new_layer.copy_from(Global.canvas.layers[Global.canvas.current_layer_index][0])
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new_layer.lock()
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var new_layer_tex := ImageTexture.new()
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new_layer_tex.create_from_image(new_layer, 0)
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Global.canvas.layers.append([new_layer, new_layer_tex, null, true])
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Global.canvas.generate_layer_panels()
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func _on_AddLayerButton_pressed() -> void:
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add_layer()
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func _on_RemoveLayerButton_pressed() -> void:
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Global.canvas.layers.remove(Global.canvas.current_layer_index)
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Global.canvas.generate_layer_panels()
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func _on_MoveUpLayer_pressed() -> void:
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change_layer_order(1)
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func _on_MoveDownLayer_pressed() -> void:
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change_layer_order(-1)
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func change_layer_order(rate : int) -> void:
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var change = Global.canvas.current_layer_index + rate
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var temp = Global.canvas.layers[Global.canvas.current_layer_index]
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Global.canvas.layers[Global.canvas.current_layer_index] = Global.canvas.layers[change]
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Global.canvas.layers[change] = temp
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Global.canvas.generate_layer_panels()
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Global.canvas.current_layer_index = change
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Global.canvas.get_layer_container(Global.canvas.current_layer_index).changed_selection()
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func _on_CloneLayer_pressed() -> void:
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add_layer(false)
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func _on_MergeLayer_pressed() -> void:
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var selected_layer = Global.canvas.layers[Global.canvas.current_layer_index][0]
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Global.canvas.layers[Global.canvas.current_layer_index - 1][0].blend_rect(selected_layer, Rect2(Global.canvas.position, Global.canvas.size), Vector2.ZERO)
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Global.canvas.layers[Global.canvas.current_layer_index - 1][0].lock()
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Global.canvas.update_texture(Global.canvas.current_layer_index - 1)
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_on_RemoveLayerButton_pressed()
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func _on_LeftIndicatorCheckbox_toggled(button_pressed) -> void:
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Global.left_square_indicator_visible = button_pressed
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func _on_RightIndicatorCheckbox_toggled(button_pressed) -> void:
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Global.right_square_indicator_visible = button_pressed
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func _on_LeftBrushSizeEdit_value_changed(value) -> void:
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var new_size = int(value)
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Global.left_brush_size = new_size
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func _on_RightBrushSizeEdit_value_changed(value) -> void:
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var new_size = int(value)
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Global.right_brush_size = new_size
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func _on_AddFrame_pressed() -> void:
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var canvas = load("res://Canvas.tscn").instance()
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canvas.size = Global.canvas.size
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Global.current_frame = Global.canvases.size()
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canvas.frame = Global.current_frame
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for canvas in Global.canvases:
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canvas.visible = false
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Global.canvases.append(canvas)
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Global.canvas = canvas
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Global.canvas_parent.add_child(canvas)
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Global.remove_frame_button.disabled = false
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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Global.move_left_frame_button.disabled = false
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Global.move_left_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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func _on_RemoveFrame_pressed() -> void:
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Global.canvas.frame_button.queue_free()
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Global.canvas.queue_free()
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Global.canvases.remove(Global.current_frame)
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for canvas in Global.canvases:
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if canvas.frame > Global.current_frame:
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canvas.frame -= 1
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canvas.frame_button.get_node("FrameButton").frame = canvas.frame
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canvas.frame_button.get_node("FrameID").text = str(canvas.frame)
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if Global.current_frame > 0:
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Global.current_frame -= 1
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if len(Global.canvases) == 1:
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Global.remove_frame_button.disabled = true
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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Global.canvas = Global.canvases[Global.current_frame]
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Global.canvas.visible = true
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Global.canvas.generate_layer_panels()
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Global.handle_layer_order_buttons()
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func _on_CloneFrame_pressed() -> void:
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var canvas = load("res://Canvas.tscn").instance()
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canvas.size = Global.canvas.size
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#canvas.layers = Global.canvas.layers.duplicate(true)
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for layer in Global.canvas.layers:
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var sprite := Image.new()
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sprite.copy_from(layer[0])
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sprite.lock()
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var tex := ImageTexture.new()
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tex.create_from_image(sprite, 0)
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canvas.layers.append([sprite, tex, layer[2], layer[3]])
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Global.current_frame = Global.canvases.size()
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canvas.frame = Global.current_frame
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for canvas in Global.canvases:
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canvas.visible = false
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Global.canvases.append(canvas)
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Global.canvas = canvas
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Global.canvas_parent.add_child(canvas)
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Global.remove_frame_button.disabled = false
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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Global.move_left_frame_button.disabled = false
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Global.move_left_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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func _on_MoveFrameLeft_pressed() -> void:
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change_frame_order(-1)
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func _on_MoveFrameRight_pressed() -> void:
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change_frame_order(1)
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func change_frame_order(rate : int) -> void:
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var frame_button = Global.frame_container.get_node("Frame_%s" % Global.current_frame)
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var change = Global.current_frame + rate
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var temp = Global.canvases[Global.current_frame]
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Global.canvases[Global.current_frame] = Global.canvases[change]
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Global.canvases[change] = temp
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#Clear frame button names first, to avoid duplicates like two Frame_0s
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for canvas in Global.canvases:
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canvas.frame_button.name = "frame"
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for canvas in Global.canvases:
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canvas.frame = Global.canvases.find(canvas)
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canvas.frame_button.name = "Frame_%s" % canvas.frame
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canvas.frame_button.get_node("FrameButton").frame = canvas.frame
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canvas.frame_button.get_node("FrameID").text = str(canvas.frame)
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Global.current_frame = change
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Global.frame_container.move_child(frame_button, Global.current_frame)
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Global.canvas_parent.move_child(Global.canvas, Global.current_frame)
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#Global.canvas.generate_layer_panels()
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Global.handle_layer_order_buttons()
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func _on_PlayForward_toggled(button_pressed) -> void:
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Global.play_backwards.pressed = false
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Global.play_backwards.text = "Play Backwards"
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if button_pressed:
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Global.play_forward.text = "Stop"
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$AnimationTimer.wait_time = 1 / fps
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$AnimationTimer.start()
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animation_forward = true
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else:
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Global.play_forward.text = "Play Forward"
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$AnimationTimer.stop()
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func _on_PlayBackwards_toggled(button_pressed) -> void:
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Global.play_forward.pressed = false
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Global.play_forward.text = "Play Forward"
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|
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if button_pressed:
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Global.play_backwards.text = "Stop"
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$AnimationTimer.wait_time = 1 / fps
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$AnimationTimer.start()
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animation_forward = false
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else:
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Global.play_backwards.text = "Play Backwards"
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$AnimationTimer.stop()
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func _on_AnimationTimer_timeout() -> void:
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if animation_forward:
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if Global.current_frame < Global.canvases.size() - 1:
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Global.current_frame += 1
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else:
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if animation_loop:
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Global.current_frame = 0
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else:
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Global.play_forward.pressed = false
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Global.play_forward.text = "Play Forward"
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$AnimationTimer.stop()
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else:
|
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if Global.current_frame > 0:
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Global.current_frame -= 1
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else:
|
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if animation_loop:
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Global.current_frame = Global.canvases.size() - 1
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else:
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Global.play_backwards.pressed = false
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Global.play_backwards.text = "Play Backwards"
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$AnimationTimer.stop()
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|
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Global.change_frame()
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|
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func _on_FPSValue_value_changed(value) -> void:
|
|
fps = float(value)
|
|
$AnimationTimer.wait_time = 1 / fps
|
|
|
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func _on_LoopAnim_toggled(button_pressed) -> void:
|
|
animation_loop = button_pressed |