Choose how many rows or columns when exporting spritesheet

Also made CreateNewImage.tscn, ScaleImage.tscn and OutlineDialogn.tscn scenes of their own, with their respective scripts.
This commit is contained in:
OverloadedOrama 2019-12-30 00:24:37 +02:00
parent 1a6f6c1cc9
commit 3ae679fe00
10 changed files with 396 additions and 340 deletions

View file

@ -340,23 +340,6 @@ func help_menu_id_pressed(id : int) -> void:
$AboutDialog.popup_centered()
Global.can_draw = false
func _on_CreateNewImage_confirmed() -> void:
var width : int = $CreateNewImage/VBoxContainer/OptionsContainer/WidthValue.value
var height : int = $CreateNewImage/VBoxContainer/OptionsContainer/HeightValue.value
var fill_color : Color = $CreateNewImage/VBoxContainer/OptionsContainer/FillColor.color
clear_canvases()
Global.canvas = load("res://Prefabs/Canvas.tscn").instance()
Global.canvas.size = Vector2(width, height).floor()
Global.canvases.append(Global.canvas)
Global.canvas_parent.add_child(Global.canvas)
Global.current_frame = 0
if fill_color.a > 0:
Global.canvas.layers[0][0].fill(fill_color)
Global.canvas.layers[0][0].lock()
Global.canvas.update_texture(0)
Global.undo_redo.clear_history(false)
func _on_OpenSprite_file_selected(path : String) -> void:
var file := File.new()
var err := file.open(path, File.READ)
@ -521,99 +504,6 @@ func clear_canvases() -> void:
$ExportSprites.current_export_path = ""
file_menu.set_item_text(5, "Export PNG...")
func _on_ScaleImage_confirmed() -> void:
var width : int = $ScaleImage/VBoxContainer/OptionsContainer/WidthValue.value
var height : int = $ScaleImage/VBoxContainer/OptionsContainer/HeightValue.value
var interpolation : int = $ScaleImage/VBoxContainer/OptionsContainer/InterpolationType.selected
Global.undos += 1
Global.undo_redo.create_action("Scale")
Global.undo_redo.add_do_property(Global.canvas, "size", Vector2(width, height).floor())
for i in range(Global.canvas.layers.size() - 1, -1, -1):
var sprite : Image = Global.canvas.layers[i][1].get_data()
sprite.resize(width, height, interpolation)
Global.undo_redo.add_do_property(Global.canvas.layers[i][0], "data", sprite.data)
Global.undo_redo.add_undo_property(Global.canvas.layers[i][0], "data", Global.canvas.layers[i][0].data)
Global.undo_redo.add_undo_property(Global.canvas, "size", Global.canvas.size)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func _on_OutlineDialog_confirmed() -> void:
var outline_color : Color = $OutlineDialog/OptionsContainer/OutlineColor.color
var thickness : int = $OutlineDialog/OptionsContainer/ThickValue.value
var diagonal : bool = $OutlineDialog/OptionsContainer/DiagonalCheckBox.pressed
var image : Image = Global.canvas.layers[Global.canvas.current_layer_index][0]
if image.is_invisible():
return
var new_image := Image.new()
new_image.copy_from(image)
new_image.lock()
Global.canvas.handle_undo("Draw")
for xx in image.get_size().x:
for yy in image.get_size().y:
var pos = Vector2(xx, yy)
var current_pixel := image.get_pixelv(pos)
if current_pixel.a == 0:
continue
for i in range(1, thickness + 1):
var new_pos : Vector2 = pos + Vector2.LEFT * i # Left
if new_pos.x >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + Vector2.RIGHT * i # Right
if new_pos.x < Global.canvas.size.x:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + Vector2.UP * i # Up
if new_pos.y >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + Vector2.DOWN * i # Down
if new_pos.y < Global.canvas.size.y:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
if diagonal:
new_pos = pos + (Vector2.LEFT + Vector2.UP) * i # Top left
if new_pos.x >= 0 && new_pos.y >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + (Vector2.LEFT + Vector2.DOWN) * i # Bottom left
if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + (Vector2.RIGHT + Vector2.UP) * i # Top right
if new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
new_pos = pos + (Vector2.RIGHT + Vector2.DOWN) * i # Bottom right
if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
var new_pixel = image.get_pixelv(new_pos)
if new_pixel.a == 0:
new_image.set_pixelv(new_pos, outline_color)
image.copy_from(new_image)
Global.canvas.handle_redo("Draw")
func _on_ImportSprites_popup_hide() -> void:
if !opensprite_file_selected:
Global.can_draw = true
@ -1022,6 +912,7 @@ func _on_OpacitySlider_value_changed(value) -> void:
Global.canvas.layers[Global.canvas.current_layer_index][4] = value / 100
Global.layer_opacity_slider.value = value
Global.layer_opacity_spinbox.value = value
Global.canvas.update()
func _on_QuitDialog_confirmed() -> void:
# Darken the UI to denote that the application is currently exiting