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https://github.com/tonytins/CozyPixelStudio.git
synced 2025-12-18 10:54:43 -05:00
Made a Frame class, no longer use multiple Canvases for multiple frames
The Canvas is now single node, instead of having multiple canvases for each frame. This should also be a performance optimization, since there are less canvas nodes, so there are less _input() calls. It should also fix a rare Undo/Redo issue with motion drawing and making lines. Could be unstable, needs more testing. As a side effect, the guides are now the same for all frames, so this should also close #246.
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parent
d8136a3e17
commit
54b628f6cb
17 changed files with 412 additions and 459 deletions
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@ -3,7 +3,7 @@ extends AcceptDialog
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enum ExportTab { FRAME = 0, SPRITESHEET = 1, ANIMATION = 2 }
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var current_tab : int = ExportTab.FRAME
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# All canvases and their layers processed/blended into images
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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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# Frame options
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@ -11,7 +11,7 @@ var frame_number := 0
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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 canvas_size := 1
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var number_of_frames := 1
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enum Orientation { ROWS = 0, COLUMNS = 1 }
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var orientation : int = Orientation.ROWS
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# How many rows/columns before new line is added
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@ -90,7 +90,7 @@ func show_tab() -> void:
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$FrameTimer.stop()
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if not was_exported:
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frame_number = Global.current_frame + 1
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$VBoxContainer/FrameOptions/FrameNumber/FrameNumber.max_value = Global.canvases.size() + 1
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$VBoxContainer/FrameOptions/FrameNumber/FrameNumber.max_value = Global.frames.size() + 1
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var prev_frame_number = $VBoxContainer/FrameOptions/FrameNumber/FrameNumber.value
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$VBoxContainer/FrameOptions/FrameNumber/FrameNumber.value = frame_number
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if prev_frame_number == frame_number:
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@ -101,13 +101,13 @@ func show_tab() -> void:
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file_format = FileFormat.PNG
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if not was_exported:
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orientation = Orientation.ROWS
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lines_count = int(ceil(sqrt(canvas_size)))
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lines_count = int(ceil(sqrt(number_of_frames)))
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process_spritesheet()
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$VBoxContainer/File/FileFormat.selected = FileFormat.PNG
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$VBoxContainer/SpritesheetOptions/Frames/Frames.select(frame_current_tag)
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$FrameTimer.stop()
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$VBoxContainer/SpritesheetOptions/Orientation/Orientation.selected = orientation
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCount.max_value = canvas_size
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCount.max_value = number_of_frames
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCount.value = lines_count
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCountLabel.text = "Columns:"
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$VBoxContainer/SpritesheetOptions.show()
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@ -135,10 +135,10 @@ func external_export() -> void:
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func process_frame() -> void:
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var canvas = Global.canvases[frame_number - 1]
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var frame = Global.frames[frame_number - 1]
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var image := Image.new()
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image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
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blend_layers(image, canvas)
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image.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8)
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blend_layers(image, frame)
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processed_images.clear()
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processed_images.append(image)
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@ -149,12 +149,12 @@ func process_spritesheet() -> void:
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if frame_current_tag > 0:
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var frame_start = Global.animation_tags[frame_current_tag - 1].from
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var frame_end = Global.animation_tags[frame_current_tag - 1].to
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frames = Global.canvases.slice(frame_start-1, frame_end-1, 1, true)
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frames = Global.frames.slice(frame_start-1, frame_end-1, 1, true)
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else:
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frames = Global.canvases
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frames = Global.frames
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# Then store the size of frames for other functions
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canvas_size = frames.size()
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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 = lines_count if orientation == Orientation.ROWS else frames_divided_by_spritesheet_lines()
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@ -170,26 +170,26 @@ func process_spritesheet() -> void:
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var hh := 0
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var vv := 0
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for canvas in frames:
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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 = canvas.size.x * vv
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origin.x = Global.canvas.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 = canvas.size.y * hh
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origin.y = Global.canvas.size.y * hh
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else:
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if hh < spritesheet_rows:
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origin.y = canvas.size.y * hh
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origin.y = Global.canvas.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 = canvas.size.x * vv
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blend_layers(whole_image, canvas, origin)
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origin.x = Global.canvas.size.x * vv
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blend_layers(whole_image, frame, origin)
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processed_images.clear()
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processed_images.append(whole_image)
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@ -197,10 +197,10 @@ func process_spritesheet() -> void:
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func process_animation() -> void:
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processed_images.clear()
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for canvas in Global.canvases:
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for frame in Global.frames:
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var image := Image.new()
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image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
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blend_layers(image, canvas)
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image.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8)
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blend_layers(image, frame)
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processed_images.append(image)
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@ -361,21 +361,21 @@ func export_processed_images(ignore_overwrites : bool) -> void:
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# Blends canvas layers into passed image starting from the origin position
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func blend_layers(image: Image, canvas: Canvas, origin: Vector2 = Vector2(0, 0)) -> void:
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func blend_layers(image : Image, frame : Frame, origin : Vector2 = Vector2(0, 0)) -> void:
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image.lock()
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var layer_i := 0
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for layer in canvas.layers:
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for cel in frame.cels:
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if Global.layers[layer_i].visible:
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var layer_image := Image.new()
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layer_image.copy_from(layer.image)
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layer_image.lock()
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if layer.opacity < 1: # If we have layer transparency
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for xx in layer_image.get_size().x:
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for yy in layer_image.get_size().y:
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var pixel_color := layer_image.get_pixel(xx, yy)
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var alpha : float = pixel_color.a * layer.opacity
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layer_image.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
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DrawingAlgos.blend_rect(image, layer_image, Rect2(canvas.position, canvas.size), origin)
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var cel_image := Image.new()
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cel_image.copy_from(cel.image)
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cel_image.lock()
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if cel.opacity < 1: # If we have cel transparency
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for xx in cel_image.get_size().x:
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for yy in cel_image.get_size().y:
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var pixel_color := cel_image.get_pixel(xx, yy)
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var alpha : float = pixel_color.a * cel.opacity
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cel_image.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
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DrawingAlgos.blend_rect(image, cel_image, Rect2(Global.canvas.location, Global.canvas.size), origin)
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layer_i += 1
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image.unlock()
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@ -416,7 +416,7 @@ func create_export_path(multifile: bool, frame: int = 0) -> String:
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func frames_divided_by_spritesheet_lines() -> int:
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return int(ceil(canvas_size / float(lines_count)))
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return int(ceil(number_of_frames / float(lines_count)))
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func file_format_string(format_enum : int) -> String:
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@ -476,7 +476,7 @@ func store_export_settings() -> void:
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# Fill the dialog with previous export settings
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func restore_previous_export_settings() -> void:
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current_tab = exported_tab
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frame_number = exported_frame_number if exported_frame_number <= Global.canvases.size() else Global.canvases.size()
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frame_number = exported_frame_number if exported_frame_number <= Global.frames.size() else Global.frames.size()
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frame_current_tag = exported_frame_current_tag if exported_frame_current_tag <= Global.animation_tags.size() else 0
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orientation = exported_orientation
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lines_count = exported_lines_count
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@ -667,5 +667,5 @@ func _on_Frames_item_selected(id : int) -> void:
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frame_current_tag = id
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process_spritesheet()
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set_preview()
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCount.max_value = canvas_size
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCount.max_value = number_of_frames
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$VBoxContainer/SpritesheetOptions/Orientation/LinesCount.value = lines_count
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