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https://github.com/tonytins/CozyPixelStudio.git
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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.
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parent
1a6f6c1cc9
commit
3ae679fe00
10 changed files with 396 additions and 340 deletions
111
Scripts/Main.gd
111
Scripts/Main.gd
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@ -340,23 +340,6 @@ func help_menu_id_pressed(id : int) -> void:
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$AboutDialog.popup_centered()
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Global.can_draw = false
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func _on_CreateNewImage_confirmed() -> void:
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var width : int = $CreateNewImage/VBoxContainer/OptionsContainer/WidthValue.value
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var height : int = $CreateNewImage/VBoxContainer/OptionsContainer/HeightValue.value
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var fill_color : Color = $CreateNewImage/VBoxContainer/OptionsContainer/FillColor.color
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clear_canvases()
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Global.canvas = load("res://Prefabs/Canvas.tscn").instance()
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Global.canvas.size = Vector2(width, height).floor()
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Global.canvases.append(Global.canvas)
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Global.canvas_parent.add_child(Global.canvas)
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Global.current_frame = 0
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if fill_color.a > 0:
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Global.canvas.layers[0][0].fill(fill_color)
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Global.canvas.layers[0][0].lock()
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Global.canvas.update_texture(0)
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Global.undo_redo.clear_history(false)
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func _on_OpenSprite_file_selected(path : String) -> void:
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var file := File.new()
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var err := file.open(path, File.READ)
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@ -521,99 +504,6 @@ func clear_canvases() -> void:
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$ExportSprites.current_export_path = ""
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file_menu.set_item_text(5, "Export PNG...")
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func _on_ScaleImage_confirmed() -> void:
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var width : int = $ScaleImage/VBoxContainer/OptionsContainer/WidthValue.value
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var height : int = $ScaleImage/VBoxContainer/OptionsContainer/HeightValue.value
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var interpolation : int = $ScaleImage/VBoxContainer/OptionsContainer/InterpolationType.selected
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Global.undos += 1
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Global.undo_redo.create_action("Scale")
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Global.undo_redo.add_do_property(Global.canvas, "size", Vector2(width, height).floor())
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for i in range(Global.canvas.layers.size() - 1, -1, -1):
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var sprite : Image = Global.canvas.layers[i][1].get_data()
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sprite.resize(width, height, interpolation)
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Global.undo_redo.add_do_property(Global.canvas.layers[i][0], "data", sprite.data)
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Global.undo_redo.add_undo_property(Global.canvas.layers[i][0], "data", Global.canvas.layers[i][0].data)
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Global.undo_redo.add_undo_property(Global.canvas, "size", Global.canvas.size)
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Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
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Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
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Global.undo_redo.commit_action()
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func _on_OutlineDialog_confirmed() -> void:
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var outline_color : Color = $OutlineDialog/OptionsContainer/OutlineColor.color
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var thickness : int = $OutlineDialog/OptionsContainer/ThickValue.value
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var diagonal : bool = $OutlineDialog/OptionsContainer/DiagonalCheckBox.pressed
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var image : Image = Global.canvas.layers[Global.canvas.current_layer_index][0]
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if image.is_invisible():
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return
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var new_image := Image.new()
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new_image.copy_from(image)
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new_image.lock()
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Global.canvas.handle_undo("Draw")
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for xx in image.get_size().x:
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for yy in image.get_size().y:
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var pos = Vector2(xx, yy)
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var current_pixel := image.get_pixelv(pos)
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if current_pixel.a == 0:
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continue
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for i in range(1, thickness + 1):
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var new_pos : Vector2 = pos + Vector2.LEFT * i # Left
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if new_pos.x >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + Vector2.RIGHT * i # Right
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if new_pos.x < Global.canvas.size.x:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + Vector2.UP * i # Up
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if new_pos.y >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + Vector2.DOWN * i # Down
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if new_pos.y < Global.canvas.size.y:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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if diagonal:
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new_pos = pos + (Vector2.LEFT + Vector2.UP) * i # Top left
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if new_pos.x >= 0 && new_pos.y >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + (Vector2.LEFT + Vector2.DOWN) * i # Bottom left
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if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + (Vector2.RIGHT + Vector2.UP) * i # Top right
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if new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + (Vector2.RIGHT + Vector2.DOWN) * i # Bottom right
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if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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image.copy_from(new_image)
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Global.canvas.handle_redo("Draw")
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func _on_ImportSprites_popup_hide() -> void:
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if !opensprite_file_selected:
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Global.can_draw = true
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@ -1022,6 +912,7 @@ func _on_OpacitySlider_value_changed(value) -> void:
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Global.canvas.layers[Global.canvas.current_layer_index][4] = value / 100
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Global.layer_opacity_slider.value = value
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Global.layer_opacity_spinbox.value = value
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Global.canvas.update()
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func _on_QuitDialog_confirmed() -> void:
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# Darken the UI to denote that the application is currently exiting
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