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https://github.com/tonytins/CozyPixelStudio.git
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Merged "Scripts" and "Prefabs" folders into "src"
Made a new "src" folder that will contain the source code files, like all the GDScript and scene files. Please read this for more details: https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/ It made no sense to keep scenes separate from their scripts. More file organizing will follow soon.
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parent
5a54235604
commit
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63 changed files with 135 additions and 113 deletions
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extends GridContainer
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const palette_button = preload("res://Prefabs/PaletteButton.tscn")
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var current_palette = "Default"
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var from_palette : Palette
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func _ready() -> void:
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_load_palettes()
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# Select default palette "Default"
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on_palette_select(current_palette)
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var add_palette_menu : PopupMenu = Global.add_palette_button.get_child(0)
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add_palette_menu.connect("id_pressed", self, "add_palette_menu_id_pressed")
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func _clear_swatches() -> void:
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for child in get_children():
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if child is BaseButton:
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child.disconnect("pressed", self, "on_color_select")
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child.queue_free()
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func on_palette_select(palette_name : String) -> void:
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_clear_swatches()
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if Global.palettes.has(palette_name): # Palette exists in memory
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current_palette = palette_name
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var palette : Palette = Global.palettes[palette_name]
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_display_palette(palette)
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func on_new_empty_palette() -> void:
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Global.new_palette_dialog.window_title = "Create a new empty palette?"
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Global.new_palette_name_line_edit.text = "Custom_Palette"
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from_palette = null
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Global.new_palette_dialog.popup_centered()
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Global.can_draw = false
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func on_import_palette() -> void:
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Global.palette_import_file_dialog.popup_centered()
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Global.can_draw = false
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func on_palette_import_file_selected(path : String) -> void:
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var palette : Palette = null
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if path.to_lower().ends_with("json"):
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palette = Palette.new().load_from_file(path)
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elif path.to_lower().ends_with("gpl"):
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palette = Import.import_gpl(path)
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elif path.to_lower().ends_with("png"):
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palette = Import.import_png_palette(path)
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if palette:
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if not Global.palettes.has(palette.name):
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Global.palettes[palette.name] = palette
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Global.palette_option_button.add_item(palette.name)
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var index: int = Global.palette_option_button.get_item_count() - 1
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Global.palette_option_button.set_item_metadata(index, palette.name)
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Global.palette_option_button.select(index)
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on_palette_select(palette.name)
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save_palette(palette.name, palette.name + ".json")
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else:
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Global.error_dialog.set_text(tr("Error: Palette named '%s' already exists!") % palette.name)
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Global.error_dialog.popup_centered()
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else:
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Global.error_dialog.set_text("Invalid Palette file!")
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Global.error_dialog.popup_centered()
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func _on_AddPalette_pressed() -> void:
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Global.add_palette_button.get_child(0).popup(Rect2(Global.add_palette_button.rect_global_position, Vector2.ONE))
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func on_new_palette_confirmed() -> void:
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var new_palette_name : String = Global.new_palette_name_line_edit.text
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var result : String = create_new_palette(new_palette_name, from_palette)
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if not result.empty():
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Global.error_dialog.set_text(result)
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Global.error_dialog.popup_centered()
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func add_palette_menu_id_pressed(id : int) -> void:
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match id:
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0: # New Empty Palette
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Global.palette_container.on_new_empty_palette()
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1: # Import Palette
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Global.palette_container.on_import_palette()
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func create_new_palette(name : String, _from_palette : Palette) -> String: # Returns empty string, else error string
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var new_palette : Palette = Palette.new()
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# Check if new name is valid
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if name.empty():
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return tr("Error: Palette must have a valid name.")
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if Global.palettes.has(name):
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return tr("Error: Palette named '%s' already exists!") % name
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new_palette.name = name
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# Check if source palette has data
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if _from_palette:
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new_palette = _from_palette.duplicate()
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new_palette.name = name
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new_palette.editable = true
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# Add palette to Global and options
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Global.palettes[name] = new_palette
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Global.palette_option_button.add_item(name)
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var index : int = Global.palette_option_button.get_item_count() - 1
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Global.palette_option_button.set_item_metadata(index, name)
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Global.palette_option_button.select(index)
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save_palette(name, name + ".json")
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on_palette_select(name)
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return ""
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func on_edit_palette() -> void:
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var palette : Palette = Global.palettes[current_palette]
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var create_new_palette := true # Create new palette by default
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if palette.editable:
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create_new_palette = false # Edit if already a custom palette
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if create_new_palette:
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from_palette = Global.palettes[current_palette]
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Global.new_palette_dialog.window_title = "Create a new custom palette from existing default?"
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Global.new_palette_name_line_edit.text = "Custom_" + current_palette
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Global.new_palette_dialog.popup_centered()
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Global.can_draw = false
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else:
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from_palette = null
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Global.edit_palette_popup.open(current_palette)
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func _on_PaletteOptionButton_item_selected(ID : int) -> void:
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var palette_name = Global.palette_option_button.get_item_metadata(ID)
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on_palette_select(palette_name)
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func _display_palette(palette : Palette) -> void:
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var index := 0
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for color_data in palette.colors:
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var color = color_data.color
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var new_button = palette_button.instance()
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new_button.get_child(0).modulate = color
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new_button.hint_tooltip = "#" + color_data.data.to_upper() + " " + color_data.name
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new_button.connect("pressed", self, "on_color_select", [index])
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add_child(new_button)
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index += 1
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func on_color_select(index : int) -> void:
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var color : Color = Global.palettes[current_palette].get_color(index)
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if Input.is_action_just_pressed("left_mouse"):
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Global.left_color_picker.color = color
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Global.update_left_custom_brush()
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elif Input.is_action_just_pressed("right_mouse"):
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Global.right_color_picker.color = color
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Global.update_right_custom_brush()
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func _load_palettes() -> void:
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Global.directory_module.ensure_xdg_user_dirs_exist()
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var search_locations = Global.directory_module.get_palette_search_path_in_order()
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var priority_ordered_files := get_palette_priority_file_map(search_locations)
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# Iterate backwards, so any palettes defined in default files
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# get overwritten by those of the same name in user files
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search_locations.invert()
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priority_ordered_files.invert()
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for i in range(len(search_locations)):
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var base_directory : String = search_locations[i]
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var palette_files : Array = priority_ordered_files[i]
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for file_name in palette_files:
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var palette : Palette = Palette.new().load_from_file(base_directory.plus_file(file_name))
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if palette:
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Global.palettes[palette.name] = palette
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Global.palette_option_button.add_item(palette.name)
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var index: int = Global.palette_option_button.get_item_count() - 1
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Global.palette_option_button.set_item_metadata(index, palette.name)
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if palette.name == "Default":
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Global.palette_option_button.select(index)
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if not "Default" in Global.palettes && Global.palettes.size() > 0:
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Global.palette_container._on_PaletteOptionButton_item_selected(0)
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# Get the palette files in a single directory.
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# if it does not exist, return []
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func get_palette_files(path : String ) -> Array:
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var dir := Directory.new()
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var results = []
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if not dir.dir_exists(path):
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return []
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dir.open(path)
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dir.list_dir_begin()
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while true:
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var file_name = dir.get_next()
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if file_name == "":
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break
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elif (not file_name.begins_with(".")) && file_name.to_lower().ends_with("json") && not dir.current_is_dir():
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results.append(file_name)
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dir.list_dir_end()
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return results
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# This returns an array of arrays, with priorities.
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# In particular, it takes an array of paths to look for
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# arrays in, in order of file and palette override priority
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# such that the files in the first directory override the
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# second, third, etc. ^.^
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# It returns an array of arrays, where each output array
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# corresponds to the given input array at the same index, and
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# contains the (relative to the given directory) palette files
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# to load, excluding all ones already existing in higher-priority
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# directories. nya
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# in particular, this also means you can run backwards on the result
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# so that palettes with the given palette name in the higher priority
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# directories override those set in lower priority directories :)
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func get_palette_priority_file_map(looking_paths: Array) -> Array:
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var final_list := []
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# Holds pattern files already found
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var working_file_set : Dictionary = {}
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for search_directory in looking_paths:
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var to_add_files := []
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var files = get_palette_files(search_directory)
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# files to check
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for maybe_to_add in files:
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if not maybe_to_add in working_file_set:
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to_add_files.append(maybe_to_add)
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working_file_set[maybe_to_add] = true
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final_list.append(to_add_files)
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return final_list
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# Locate the highest priority palette by the given relative filename
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# If none is found in the directories, then do nothing and return
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# null
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func get_best_palette_file_location(looking_paths: Array, fname: String): # -> String:
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var priority_fmap : Array = get_palette_priority_file_map(looking_paths)
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for i in range(len(looking_paths)):
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var base_path : String = looking_paths[i]
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var the_files : Array = priority_fmap[i]
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if the_files.has(fname):
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return base_path.plus_file(fname)
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return null
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func save_palette(palette_name : String, filename : String) -> void:
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Global.directory_module.ensure_xdg_user_dirs_exist()
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var palette = Global.palettes[palette_name]
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var palettes_write_path: String = Global.directory_module.get_palette_write_path()
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palette.save_to_file(palettes_write_path.plus_file(filename))
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func _on_NewPaletteDialog_popup_hide() -> void:
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Global.can_draw = true
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