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Pixelorama/src/Autoload/Palettes.gd
2023-12-06 03:57:26 +02:00

602 lines
18 KiB
GDScript

# gdlint: ignore=max-public-methods
extends Node
# Presets for creating a new palette
enum NewPalettePresetType {
EMPTY = 0, FROM_CURRENT_PALETTE = 1, FROM_CURRENT_SPRITE = 2, FROM_CURRENT_SELECTION = 3
}
# Color options when user creates a new palette from current sprite or selection
enum GetColorsFrom { CURRENT_FRAME = 0, CURRENT_CEL = 1, ALL_FRAMES = 2 }
const DEFAULT_PALETTE_NAME := "Default"
var palettes_write_path := Global.home_data_directory.path_join("Palettes")
# All available palettes
var palettes := {}
# Currently displayed palette
var current_palette: Palette = null
# Indexes of colors that are selected in palette
# by left and right mouse button
var left_selected_color := -1
var right_selected_color := -1
func _ready() -> void:
_load_palettes()
func get_palettes() -> Dictionary:
return palettes
func get_current_palette() -> Palette:
return current_palette
func does_palette_exist(palette_name: String) -> bool:
for palette_path in palettes.keys():
var file_name = palette_path.get_basename().get_file()
var stripped_palette_name = Palette.strip_unvalid_characters(palette_name)
if file_name == stripped_palette_name:
return true
return false
func select_palette(palette_path: String) -> void:
current_palette = palettes.get(palette_path)
_clear_selected_colors()
Global.config_cache.set_value("data", "last_palette", current_palette.name)
func is_any_palette_selected() -> bool:
if self.current_palette:
return true
return false
func _current_palette_save() -> String:
var save_path := ""
if current_palette:
save_path = _save_palette(self.current_palette)
return save_path
func _ensure_palette_directory_exists() -> void:
var dir := DirAccess.open(Global.home_data_directory)
if is_instance_valid(dir) and not dir.dir_exists(palettes_write_path):
dir.make_dir(palettes_write_path)
func _save_palette(palette: Palette) -> String:
_ensure_palette_directory_exists()
# Save old resource name and set new resource name
var old_resource_name := palette.resource_name
palette.set_resource_name(palette.name)
# If resource name changed remove the old palette file
if old_resource_name != palette.resource_name:
var old_palette := palettes_write_path.path_join(old_resource_name) + ".tres"
_delete_palette(old_palette)
# Save palette
var save_path := palettes_write_path.path_join(palette.resource_name) + ".tres"
palette.resource_path = save_path
var err := ResourceSaver.save(palette, save_path)
if err != OK:
Global.notification_label("Failed to save palette")
return save_path
func create_new_palette(
preset: int,
palette_name: String,
comment: String,
width: int,
height: int,
add_alpha_colors: bool,
get_colors_from: int
) -> void:
_check_palette_settings_values(palette_name, width, height)
match preset:
NewPalettePresetType.EMPTY:
_create_new_empty_palette(palette_name, comment, width, height)
NewPalettePresetType.FROM_CURRENT_PALETTE:
_create_new_palette_from_current_palette(palette_name, comment)
NewPalettePresetType.FROM_CURRENT_SPRITE:
_create_new_palette_from_current_sprite(
palette_name, comment, width, height, add_alpha_colors, get_colors_from
)
NewPalettePresetType.FROM_CURRENT_SELECTION:
_create_new_palette_from_current_selection(
palette_name, comment, width, height, add_alpha_colors, get_colors_from
)
func _create_new_empty_palette(
palette_name: String, comment: String, width: int, height: int
) -> void:
var new_palette: Palette = Palette.new(palette_name, width, height, comment)
var palette_path := _save_palette(new_palette)
palettes[palette_path] = new_palette
select_palette(palette_path)
func _create_new_palette_from_current_palette(palette_name: String, comment: String) -> void:
if !current_palette:
return
var new_palette := current_palette.duplicate() as Palette
new_palette.name = palette_name
new_palette.comment = comment
new_palette.set_resource_name(palette_name)
var palette_path := _save_palette(new_palette)
palettes[palette_path] = new_palette
select_palette(palette_path)
func _create_new_palette_from_current_selection(
palette_name: String,
comment: String,
width: int,
height: int,
add_alpha_colors: bool,
get_colors_from: int
):
var new_palette := Palette.new(palette_name, width, height, comment)
var current_project := Global.current_project
var pixels: Array[Vector2i] = []
for x in current_project.size.x:
for y in current_project.size.y:
var pos := Vector2i(x, y)
if current_project.selection_map.is_pixel_selected(pos):
pixels.append(pos)
_fill_new_palette_with_colors(pixels, new_palette, add_alpha_colors, get_colors_from)
func _create_new_palette_from_current_sprite(
palette_name: String,
comment: String,
width: int,
height: int,
add_alpha_colors: bool,
get_colors_from: int
):
var new_palette := Palette.new(palette_name, width, height, comment)
var current_project := Global.current_project
var pixels: Array[Vector2i] = []
for x in current_project.size.x:
for y in current_project.size.y:
pixels.append(Vector2i(x, y))
_fill_new_palette_with_colors(pixels, new_palette, add_alpha_colors, get_colors_from)
func _fill_new_palette_with_colors(
pixels: Array[Vector2i], new_palette: Palette, add_alpha_colors: bool, get_colors_from: int
):
var current_project := Global.current_project
var cels: Array[BaseCel] = []
match get_colors_from:
GetColorsFrom.CURRENT_CEL:
for cel_index in current_project.selected_cels:
var cel := current_project.frames[cel_index[0]].cels[cel_index[1]]
cels.append(cel)
GetColorsFrom.CURRENT_FRAME:
for cel in current_project.frames[current_project.current_frame].cels:
cels.append(cel)
GetColorsFrom.ALL_FRAMES:
for frame in current_project.frames:
for cel in frame.cels:
cels.append(cel)
for cel in cels:
var cel_image := Image.new()
cel_image.copy_from(cel.get_image())
if cel_image.is_invisible():
continue
for i in pixels:
var color := cel_image.get_pixelv(i)
if color.a > 0:
if not add_alpha_colors:
color.a = 1
if not new_palette.has_theme_color(color):
new_palette.add_color(color)
var palette_path := _save_palette(new_palette)
palettes[palette_path] = new_palette
select_palette(palette_path)
func current_palette_edit(palette_name: String, comment: String, width: int, height: int) -> void:
_check_palette_settings_values(palette_name, width, height)
current_palette.edit(palette_name, width, height, comment)
var palette_path := _current_palette_save()
palettes[palette_path] = current_palette
func _delete_palette(path: String, permanent := true) -> void:
if permanent:
DirAccess.remove_absolute(path)
else:
OS.move_to_trash(path)
palettes.erase(path)
func current_palete_delete(permanent := true) -> void:
_delete_palette(current_palette.resource_path, permanent)
if palettes.size() > 0:
select_palette(palettes.keys()[0])
else:
current_palette = null
func current_palette_add_color(mouse_button: int, start_index: int = 0) -> void:
if (
not current_palette.is_full()
and (mouse_button == MOUSE_BUTTON_LEFT or mouse_button == MOUSE_BUTTON_RIGHT)
):
# Get color on left or right tool
var color := Tools.get_assigned_color(mouse_button)
current_palette.add_color(color, start_index)
_current_palette_save()
func current_palette_get_color(index: int) -> Color:
return current_palette.get_color(index)
func current_palette_set_color(index: int, color: Color) -> void:
current_palette.set_color(index, color)
_current_palette_save()
func current_palette_delete_color(index: int) -> void:
current_palette.remove_color(index)
_current_palette_save()
func current_palette_swap_colors(source_index: int, target_index: int) -> void:
current_palette.swap_colors(source_index, target_index)
_select_color(MOUSE_BUTTON_LEFT, target_index)
_current_palette_save()
func current_palette_copy_colors(from: int, to: int) -> void:
current_palette.copy_colors(from, to)
_current_palette_save()
func current_palette_insert_color(from: int, to: int) -> void:
var from_color = current_palette.colors[from]
current_palette.remove_color(from)
current_palette.insert_color(to, from_color.color)
_current_palette_save()
func current_palette_get_selected_color_index(mouse_button: int) -> int:
match mouse_button:
MOUSE_BUTTON_LEFT:
return left_selected_color
MOUSE_BUTTON_RIGHT:
return right_selected_color
_:
return -1
func current_palette_select_color(mouse_button: int, index: int) -> void:
var color := current_palette_get_color(index)
if color == null:
return
match mouse_button:
MOUSE_BUTTON_LEFT:
Tools.assign_color(color, mouse_button)
MOUSE_BUTTON_RIGHT:
Tools.assign_color(color, mouse_button)
_select_color(mouse_button, index)
func _select_color(mouse_button: int, index: int) -> void:
match mouse_button:
MOUSE_BUTTON_LEFT:
left_selected_color = index
MOUSE_BUTTON_RIGHT:
right_selected_color = index
func _clear_selected_colors() -> void:
left_selected_color = -1
right_selected_color = -1
func current_palette_is_empty() -> bool:
return current_palette.is_empty()
func current_palette_is_full() -> bool:
return current_palette.is_full()
func _check_palette_settings_values(palette_name: String, width: int, height: int) -> bool:
# Just in case. These values should be not allowed in gui.
if palette_name.length() <= 0 or width <= 0 or height <= 0:
printerr("Palette width, height and name length must be greater than 0!")
return false
return true
func _load_palettes() -> void:
_ensure_palette_directory_exists()
var search_locations := Global.path_join_array(Global.data_directories, "Palettes")
var priority_ordered_files := _get_palette_priority_file_map(search_locations)
# Iterate backwards, so any palettes defined in default files
# get overwritten by those of the same name in user files
search_locations.reverse()
priority_ordered_files.reverse()
var default_palette_name = Global.config_cache.get_value(
"data", "last_palette", DEFAULT_PALETTE_NAME
)
for i in range(search_locations.size()):
# If palette is not in palettes write path - make its copy in the write path
var make_copy := false
if search_locations[i] != palettes_write_path:
make_copy = true
var base_directory := search_locations[i]
var palette_files: Array = priority_ordered_files[i]
for file_name in palette_files:
var palette := load(base_directory.path_join(file_name)) as Palette
if palette:
if make_copy:
_save_palette(palette) # Makes a copy of the palette
palette.resource_name = palette.resource_path.get_file().trim_suffix(".tres")
# On Windows for some reason paths can contain "res://" in front of them which breaks saving
palette.resource_path = palette.resource_path.trim_prefix("res://")
palettes[palette.resource_path] = palette
# Store index of the default palette
if palette.name == default_palette_name:
select_palette(palette.resource_path)
if not current_palette && palettes.size() > 0:
select_palette(palettes.keys()[0])
# This returns an array of arrays, with priorities.
# In particular, it takes an array of paths to look for
# arrays in, in order of file and palette override priority
# such that the files in the first directory override the
# second, third, etc. ^.^
# It returns an array of arrays, where each output array
# corresponds to the given input array at the same index, and
# contains the (relative to the given directory) palette files
# to load, excluding all ones already existing in higher-priority
# directories. nya
# in particular, this also means you can run backwards on the result
# so that palettes with the given palette name in the higher priority
# directories override those set in lower priority directories :)
func _get_palette_priority_file_map(looking_paths: Array) -> Array:
var final_list := []
# Holds pattern files already found
var working_file_set: Dictionary = {}
for search_directory in looking_paths:
var to_add_files := []
var files = _get_palette_files(search_directory)
# files to check
for maybe_to_add in files:
if not maybe_to_add in working_file_set:
to_add_files.append(maybe_to_add)
working_file_set[maybe_to_add] = true
final_list.append(to_add_files)
return final_list
# Get the palette files in a single directory.
# if it does not exist, return []
func _get_palette_files(path: String) -> Array:
var dir := DirAccess.open(path)
var results := []
if not is_instance_valid(dir) or not dir.dir_exists(path):
return []
dir.list_dir_begin()
while true:
var file_name := dir.get_next()
if file_name == "":
break
elif (
(not file_name.begins_with("."))
&& file_name.to_lower().ends_with("tres")
&& not dir.current_is_dir()
):
results.append(file_name)
dir.list_dir_end()
return results
# Locate the highest priority palette by the given relative filename
# If none is found in the directories, then do nothing and return null
func _get_best_palette_file_location(looking_paths: Array, fname: String): # -> String:
var priority_fmap: Array = _get_palette_priority_file_map(looking_paths)
for i in range(looking_paths.size()):
var base_path: String = looking_paths[i]
var the_files: Array = priority_fmap[i]
if the_files.has(fname):
return base_path.path_join(fname)
return null
func import_palette_from_path(path: String) -> void:
if does_palette_exist(path.get_basename().get_file()):
# If there is a palette with same name ignore import for now
return
var palette: Palette = null
match path.to_lower().get_extension():
"gpl":
if FileAccess.file_exists(path):
var text := FileAccess.open(path, FileAccess.READ).get_as_text()
palette = _import_gpl(path, text)
"pal":
if FileAccess.file_exists(path):
var text := FileAccess.open(path, FileAccess.READ).get_as_text()
palette = _import_pal_palette(path, text)
"png", "bmp", "hdr", "jpg", "jpeg", "svg", "tga", "webp":
var image := Image.new()
var err := image.load(path)
if !err:
palette = _import_image_palette(path, image)
"json":
if FileAccess.file_exists(path):
var text := FileAccess.open(path, FileAccess.READ).get_as_text()
palette = _import_json_palette(text)
import_palette(palette, path.get_file())
func import_palette(palette: Palette, file_name: String) -> void:
if does_palette_exist(file_name.get_basename()):
# If there is a palette with same name ignore import for now
return
if palette:
var palette_path := _save_palette(palette)
palettes[palette_path] = palette
select_palette(palette_path)
Global.palette_panel.setup_palettes_selector()
Global.palette_panel.select_palette(palette_path)
else:
Global.error_dialog.set_text(
tr("Can't load file '%s'.\nThis is not a valid palette file.") % [file_name]
)
Global.error_dialog.popup_centered()
Global.dialog_open(true)
func _import_gpl(path: String, text: String) -> Palette:
# Refer to app/core/gimppalette-load.c of the GIMP for the "living spec"
var result: Palette = null
var lines := text.split("\n")
var line_number := 0
var palette_name := path.get_basename().get_file()
var comments := ""
var colors := PackedColorArray()
for line in lines:
# Check if valid Gimp Palette Library file
if line_number == 0:
if not "GIMP Palette" in line:
return result
# Comments
if line.begins_with("#"):
comments += line.trim_prefix("#") + "\n"
# Some programs output palette name in a comment for old format
if line.begins_with("#Palette Name: "):
palette_name = line.replace("#Palette Name: ", "")
elif line.begins_with("Name: "):
palette_name = line.replace("Name: ", "")
elif line.begins_with("Columns: "):
# Number of colors in this palette. Unnecessary and often wrong
continue
elif line_number > 0 && line.length() >= 9:
line = line.replace("\t", " ")
var color_data: PackedStringArray = line.split(" ", false, 4)
var red: float = color_data[0].to_float() / 255.0
var green: float = color_data[1].to_float() / 255.0
var blue: float = color_data[2].to_float() / 255.0
var color := Color(red, green, blue)
if color_data.size() >= 4:
# Ignore color name for now - result.add_color(color, color_data[3])
colors.append(color)
#
else:
colors.append(color)
line_number += 1
if line_number > 0:
var height := ceili(colors.size() / 8.0)
result = Palette.new(palette_name, 8, height, comments)
for color in colors:
result.add_color(color)
return result
func _import_pal_palette(path: String, text: String) -> Palette:
var result: Palette = null
var colors := PackedColorArray()
var lines := text.split("\n")
if not "JASC-PAL" in lines[0] or not "0100" in lines[1]:
return result
var num_colors := int(lines[2])
for i in range(3, num_colors + 3):
var color_data = lines[i].split(" ")
var red: float = color_data[0].to_float() / 255.0
var green: float = color_data[1].to_float() / 255.0
var blue: float = color_data[2].to_float() / 255.0
var color := Color(red, green, blue)
colors.append(color)
var height := ceili(colors.size() / 8.0)
result = Palette.new(path.get_basename().get_file(), 8, height)
for color in colors:
result.add_color(color)
return result
func _import_image_palette(path: String, image: Image) -> Palette:
var colors := []
var height := image.get_height()
var width := image.get_width()
# Iterate all pixels and store unique colors to palette
for y in range(0, height):
for x in range(0, width):
var color := image.get_pixel(x, y)
if !colors.has(color):
colors.append(color)
var palette_height := ceili(colors.size() / 8.0)
var result: Palette = Palette.new(path.get_basename().get_file(), 8, palette_height)
for color in colors:
result.add_color(color)
return result
## Import of deprecated older json palette format
func _import_json_palette(text: String) -> Palette:
var result := Palette.new()
var test_json_conv := JSON.new()
test_json_conv.parse(text)
var result_json = test_json_conv.get_data()
if result_json.error != OK: # If parse has errors
printerr("JSON palette import error")
printerr("Error: ", result_json.error)
printerr("Error Line: ", result_json.error_line)
printerr("Error String: ", result_json.error_string)
result = null
else: # If parse OK
var data = result_json.result
if data.has("name"): # If data is 'valid' palette file
result.name = data.name
if data.has("comments"):
result.comment = data.comments
if data.has("colors"):
for color_data in data.colors:
var color := Color(color_data.data)
result.add_color(color)
return result