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.
This commit is contained in:
OverloadedOrama 2020-05-01 22:17:05 +03:00
parent 5a54235604
commit 646fc19a70
63 changed files with 135 additions and 113 deletions

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src/Autoload/Global.gd Normal file

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extends Node
# Get hold of the brushes, including random brushes (subdirectories and % files
# in them, non % files get loaded independently.) nyaaa
# Returns a list of [
# [non random single png files in the root subdir],
# {
# map of subdirectories to lists of files for
# the randomised brush - if a directory contains no
# randomised files then it is not included in this.
# },
# {
# map of subdirectories to lists of files inside of them
# that are not for randomised brushes.
# }
# ]
# The separation of nonrandomised and randomised files
# in subdirectories allows different XDG_DATA_DIR overriding
# for each nyaa.
#
# Returns null if the directory gave an error opening.
#
func get_brush_files_from_directory(directory: String): # -> Array
var base_png_files := [] # list of files in the base directory
var subdirectories := [] # list of subdirectories to process.
var randomised_subdir_files_map : Dictionary = {}
var nonrandomised_subdir_files_map : Dictionary = {}
var main_directory : Directory = Directory.new()
var err := main_directory.open(directory)
if err != OK:
return null
# Build first the list of base png files and all subdirectories to
# scan later (skip navigational . and ..)
main_directory.list_dir_begin(true)
var fname : String = main_directory.get_next()
while fname != "":
if main_directory.current_is_dir():
subdirectories.append(fname)
else: # Filter for pngs
if fname.get_extension().to_lower() == "png":
base_png_files.append(fname)
# go to next
fname = main_directory.get_next()
main_directory.list_dir_end()
# Now we iterate over subdirectories!
for subdirectory in subdirectories:
var the_directory : Directory = Directory.new()
# Holds names of files that make this
# a component of a randomised brush ^.^
var randomised_files := []
# Non-randomise-indicated image files
var non_randomised_files := []
the_directory.open(directory.plus_file(subdirectory))
the_directory.list_dir_begin(true)
var curr_file := the_directory.get_next()
while curr_file != "":
# only do stuff if we are actually dealing with a file
# and png one at that nya
if !the_directory.current_is_dir() and curr_file.get_extension().to_lower() == "png":
# if we are a random element, add
if "%" in curr_file:
randomised_files.append(curr_file)
else:
non_randomised_files.append(curr_file)
curr_file = the_directory.get_next()
the_directory.list_dir_end()
# Add these to the maps nyaa
if len(randomised_files) > 0:
randomised_subdir_files_map[subdirectory] = randomised_files
if len(non_randomised_files) > 0:
nonrandomised_subdir_files_map[subdirectory] = non_randomised_files
# We are done generating the maps!
return [base_png_files, randomised_subdir_files_map, nonrandomised_subdir_files_map]
# Add a randomised brush from the given list of files as a source.
# The tooltip name is what shows up on the tooltip
# and is probably in this case the name of the containing
# randomised directory.
func add_randomised_brush(fpaths : Array, tooltip_name : String) -> void:
# Attempt to load the images from the file paths.
var loaded_images : Array = []
for filen in fpaths:
var image := Image.new()
var err := image.load(filen)
if err == OK:
image.convert(Image.FORMAT_RGBA8)
loaded_images.append(image)
# If any images were successfully loaded, then
# we create the randomised brush button, copied
# from find_brushes.
if len(loaded_images) > 0: # actually have images
# to use.
# take initial image...
var first_image : Image = loaded_images.pop_front()
# The index which this random brush will be at
var next_random_brush_index := Global.file_brush_container.get_child_count()
Global.custom_brushes.append(first_image)
Global.create_brush_button(first_image, Global.Brush_Types.RANDOM_FILE, tooltip_name)
# # Process the rest
for remaining_image in loaded_images:
var brush_button = Global.file_brush_container.get_child(next_random_brush_index)
brush_button.random_brushes.append(remaining_image)
# Add a plain brush from the given path to the list of brushes.
# Taken, again, from find_brushes
func add_plain_brush(path: String, tooltip_name: String) -> void:
var image := Image.new()
var err := image.load(path)
if err != OK:
return
# do the standard conversion thing...
image.convert(Image.FORMAT_RGBA8)
Global.custom_brushes.append(image)
Global.create_brush_button(image, Global.Brush_Types.FILE, tooltip_name)
# Import brushes, in priority order, from the paths in question in priority order
# i.e. with an override system
# We use a very particular override system here where, for randomised brushes
# the directories containing them get overridden, but for nonrandomised files
# (including in directories containing randomised components too), the override
# is on a file-by-file basis nyaaaa ^.^
func import_brushes(priority_ordered_search_path: Array) -> void:
# Maps for files in the base directory (name : true)
var processed_basedir_paths : Dictionary = {}
var randomised_brush_subdirectories : Dictionary = {}
# Map from a subdirectory to a map similar to processed_basedir_files
# i.e. once a filename has been dealt with, set it to true.
var processed_subdir_paths : Dictionary = {}
# Sets of results of get_brush_files_from_directory
var all_available_paths : Array = []
for directory in priority_ordered_search_path:
all_available_paths.append(get_brush_files_from_directory(directory))
# Now to process. Note these are in order of the
# priority, as intended nyaa :)
for i in range(len(all_available_paths)):
var available_brush_file_information = all_available_paths[i]
var current_main_directory: String = priority_ordered_search_path[i]
if available_brush_file_information != null:
# The brush files in the main directory
var main_directory_file_paths : Array = available_brush_file_information[0]
# The subdirectory/list-of-randomised-brush-files
# map for this directory
var randomised_brush_subdirectory_map : Dictionary = available_brush_file_information[1]
# Map for subdirectories to non-randomised-brush files nyaa
var nonrandomised_brush_subdirectory_map : Dictionary = available_brush_file_information[2]
# Iterate over components and do stuff with them! nyaa
# first for the main directory path...
for subfile in main_directory_file_paths:
if not (subfile in processed_basedir_paths):
add_plain_brush(
current_main_directory.plus_file(subfile),
subfile.get_basename()
)
processed_basedir_paths[subfile] = true
# Iterate over the randomised brush files nyaa
for randomised_subdir in randomised_brush_subdirectory_map:
if not (randomised_subdir in randomised_brush_subdirectories):
var full_paths := []
# glue the proper path onto the single file names in the
# random brush directory data system, so they can be
# opened nya
for non_extended_path in randomised_brush_subdirectory_map[randomised_subdir]:
full_paths.append(current_main_directory.plus_file(
randomised_subdir
).plus_file(
non_extended_path
))
# Now load!
add_randomised_brush(full_paths, randomised_subdir)
# and mark that we are done in the overall map ^.^
randomised_brush_subdirectories[randomised_subdir] = true
# Now to iterate over the nonrandom brush files inside directories
for nonrandomised_subdir in nonrandomised_brush_subdirectory_map:
# initialise the set-map for this one if not already present :)
if not (nonrandomised_subdir in processed_subdir_paths):
processed_subdir_paths[nonrandomised_subdir] = {}
# Get the paths within this subdirectory to check if they are
# processed or not and if not, then process them.
var relpaths_of_contained_nonrandom_brushes : Array = nonrandomised_brush_subdirectory_map[nonrandomised_subdir]
for relative_path in relpaths_of_contained_nonrandom_brushes:
if not (relative_path in processed_subdir_paths[nonrandomised_subdir]):
# We are not yet processed
var full_path : String = current_main_directory.plus_file(
nonrandomised_subdir
).plus_file(
relative_path
)
# Add the path with the tooltip including the directory
add_plain_brush(full_path, nonrandomised_subdir.plus_file(
relative_path
).get_basename())
# Mark this as a processed relpath
processed_subdir_paths[nonrandomised_subdir][relative_path] = true
Global.brushes_from_files = Global.custom_brushes.size()
func import_patterns(priority_ordered_search_path: Array) -> void:
for path in priority_ordered_search_path:
var pattern_list := []
var dir := Directory.new()
dir.open(path)
dir.list_dir_begin()
var curr_file := dir.get_next()
while curr_file != "":
if curr_file.get_extension().to_lower() == "png":
pattern_list.append(curr_file)
curr_file = dir.get_next()
dir.list_dir_end()
for pattern in pattern_list:
var image := Image.new()
var err := image.load(path.plus_file(pattern))
if err == OK:
image.convert(Image.FORMAT_RGBA8)
Global.patterns.append(image)
var pattern_button : BaseButton = load("res://src/PatternButton.tscn").instance()
pattern_button.image = image
var pattern_tex := ImageTexture.new()
pattern_tex.create_from_image(image, 0)
pattern_button.get_child(0).texture = pattern_tex
pattern_button.hint_tooltip = pattern
pattern_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
Global.patterns_popup.get_node("ScrollContainer/PatternContainer").add_child(pattern_button)
if Global.patterns.size() > 0:
var image_size = Global.patterns[0].get_size()
Global.pattern_left_image = Global.patterns[0]
var pattern_left_tex := ImageTexture.new()
pattern_left_tex.create_from_image(Global.pattern_left_image, 0)
Global.left_fill_pattern_container.get_child(0).get_child(0).texture = pattern_left_tex
Global.left_fill_pattern_container.get_child(2).get_child(1).max_value = image_size.x - 1
Global.left_fill_pattern_container.get_child(3).get_child(1).max_value = image_size.y - 1
Global.pattern_right_image = Global.patterns[0]
var pattern_right_tex := ImageTexture.new()
pattern_right_tex.create_from_image(Global.pattern_right_image, 0)
Global.right_fill_pattern_container.get_child(0).get_child(0).texture = pattern_right_tex
Global.right_fill_pattern_container.get_child(2).get_child(1).max_value = image_size.x - 1
Global.right_fill_pattern_container.get_child(3).get_child(1).max_value = image_size.y - 1
func import_gpl(path : String) -> Palette:
var result : Palette = null
var file = File.new()
if file.file_exists(path):
file.open(path, File.READ)
var text = file.get_as_text()
var lines = text.split('\n')
var line_number := 0
var comments := ""
for line in lines:
# Check if valid Gimp Palette Library file
if line_number == 0:
if line != "GIMP Palette":
break
else:
result = Palette.new()
var name_start = path.find_last('/') + 1
var name_end = path.find_last('.')
if name_end > name_start:
result.name = path.substr(name_start, name_end - name_start)
# Comments
if line.begins_with('#'):
comments += line.trim_prefix('#') + '\n'
pass
elif line_number > 0 && line.length() >= 12:
line = line.replace("\t", " ")
var color_data : PoolStringArray = 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)
result.add_color(color, color_data[3])
line_number += 1
if result:
result.comments = comments
file.close()
return result
func import_png_palette(path: String) -> Palette:
var result: Palette = null
var image := Image.new()
var err := image.load(path)
if err != OK: # An error occured
return null
var height: int = image.get_height()
var width: int = image.get_width()
result = Palette.new()
# Iterate all pixels and store unique colors to palete
image.lock()
for y in range(0, height):
for x in range(0, width):
var color: Color = image.get_pixel(x, y)
if not result.has_color(color):
result.add_color(color, "#" + color.to_html())
image.unlock()
var name_start = path.find_last('/') + 1
var name_end = path.find_last('.')
if name_end > name_start:
result.name = path.substr(name_start, name_end - name_start)
return result

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extends Node
var current_save_path := ""
# Stores a filename of a backup file in user:// until user saves manually
var backup_save_path = ""
var default_autosave_interval := 5 # Minutes
onready var autosave_timer : Timer
func _ready() -> void:
autosave_timer = Timer.new()
autosave_timer.one_shot = false
autosave_timer.process_mode = Timer.TIMER_PROCESS_IDLE
autosave_timer.connect("timeout", self, "_on_Autosave_timeout")
add_child(autosave_timer)
set_autosave_interval(default_autosave_interval)
toggle_autosave(false) # Gets started from preferences dialog
func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
var file := File.new()
var err := file.open_compressed(path, File.READ, File.COMPRESSION_ZSTD)
if err == ERR_FILE_UNRECOGNIZED:
err = file.open(path, File.READ) # If the file is not compressed open it raw (pre-v0.7)
if err != OK:
Global.notification_label("File failed to open")
file.close()
return
var file_version := file.get_line() # Example, "v0.6"
var file_major_version = int(file_version.substr(1, 1))
var file_minor_version = int(file_version.substr(3, 1))
if file_major_version == 0 and file_minor_version < 5:
Global.notification_label("File is from an older version of Pixelorama, as such it might not work properly")
var frame := 0
Global.layers.clear()
if file_major_version >= 0 and file_minor_version > 6:
var global_layer_line := file.get_line()
while global_layer_line == ".":
var layer_name := file.get_line()
var layer_visibility := file.get_8()
var layer_lock := file.get_8()
var layer_new_frames_linked := file.get_8()
var linked_frames = file.get_var()
# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
# will new frames be linked boolean (4), Array of linked frames (5)]
Global.layers.append([layer_name, layer_visibility, layer_lock, HBoxContainer.new(), layer_new_frames_linked, linked_frames])
global_layer_line = file.get_line()
var frame_line := file.get_line()
Global.clear_canvases()
while frame_line == "--": # Load frames
var canvas : Canvas = load("res://src/Canvas.tscn").instance()
Global.canvas = canvas
var width := file.get_16()
var height := file.get_16()
var layer_line := file.get_line()
while layer_line == "-": # Load layers
var buffer := file.get_buffer(width * height * 4)
if file_major_version == 0 and file_minor_version < 7:
var layer_name_old_version = file.get_line()
if frame == 0:
# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
# will new frames be linked boolean (4), Array of linked frames (5)]
Global.layers.append([layer_name_old_version, true, false, HBoxContainer.new(), false, []])
var layer_transparency := 1.0
if file_major_version >= 0 and file_minor_version > 5:
layer_transparency = file.get_float()
var image := Image.new()
image.create_from_data(width, height, false, Image.FORMAT_RGBA8, buffer)
image.lock()
var tex := ImageTexture.new()
tex.create_from_image(image, 0)
canvas.layers.append([image, tex, layer_transparency])
layer_line = file.get_line()
var guide_line := file.get_line() # "guideline" no pun intended
while guide_line == "|": # Load guides
var guide := Guide.new()
guide.default_color = Color.purple
guide.type = file.get_8()
if guide.type == guide.Types.HORIZONTAL:
guide.add_point(Vector2(-99999, file.get_16()))
guide.add_point(Vector2(99999, file.get_16()))
else:
guide.add_point(Vector2(file.get_16(), -99999))
guide.add_point(Vector2(file.get_16(), 99999))
guide.has_focus = false
canvas.add_child(guide)
guide_line = file.get_line()
canvas.size = Vector2(width, height)
Global.canvases.append(canvas)
canvas.frame = frame
Global.canvas_parent.add_child(canvas)
frame_line = file.get_line()
frame += 1
Global.canvases = Global.canvases # Just to call Global.canvases_changed
Global.current_frame = frame - 1
Global.layers = Global.layers # Just to call Global.layers_changed
# Load tool options
Global.left_color_picker.color = file.get_var()
Global.right_color_picker.color = file.get_var()
Global.left_brush_size = file.get_8()
Global.left_brush_size_edit.value = Global.left_brush_size
Global.right_brush_size = file.get_8()
Global.right_brush_size_edit.value = Global.right_brush_size
if file_major_version == 0 and file_minor_version < 7:
var left_palette = file.get_var()
var right_palette = file.get_var()
for color in left_palette:
Global.left_color_picker.get_picker().add_preset(color)
for color in right_palette:
Global.right_color_picker.get_picker().add_preset(color)
# Load custom brushes
Global.custom_brushes.resize(Global.brushes_from_files)
Global.remove_brush_buttons()
var brush_line := file.get_line()
while brush_line == "/":
var b_width := file.get_16()
var b_height := file.get_16()
var buffer := file.get_buffer(b_width * b_height * 4)
var image := Image.new()
image.create_from_data(b_width, b_height, false, Image.FORMAT_RGBA8, buffer)
Global.custom_brushes.append(image)
Global.create_brush_button(image)
brush_line = file.get_line()
if file_major_version >= 0 and file_minor_version > 6:
var tag_line := file.get_line()
while tag_line == ".T/":
var tag_name := file.get_line()
var tag_color : Color = file.get_var()
var tag_from := file.get_8()
var tag_to := file.get_8()
Global.animation_tags.append([tag_name, tag_color, tag_from, tag_to])
Global.animation_tags = Global.animation_tags # To execute animation_tags_changed()
tag_line = file.get_line()
file.close()
if not untitled_backup:
# Untitled backup should not change window title and save path
current_save_path = path
Global.window_title = path.get_file() + " - Pixelorama"
Global.project_has_changed = false
func save_pxo_file(path : String, autosave : bool) -> void:
var file := File.new()
var err := file.open_compressed(path, File.WRITE, File.COMPRESSION_ZSTD)
if err == OK:
# Store Pixelorama version
file.store_line(ProjectSettings.get_setting("application/config/Version"))
# Store Global layers
for layer in Global.layers:
file.store_line(".")
file.store_line(layer[0]) # Layer name
file.store_8(layer[1]) # Layer visibility
file.store_8(layer[2]) # Layer lock
file.store_8(layer[4]) # Future frames linked
file.store_var(layer[5]) # Linked frames
file.store_line("END_GLOBAL_LAYERS")
# Store frames
for canvas in Global.canvases:
file.store_line("--")
file.store_16(canvas.size.x)
file.store_16(canvas.size.y)
for layer in canvas.layers: # Store canvas layers
file.store_line("-")
file.store_buffer(layer[0].get_data())
file.store_float(layer[2]) # Layer transparency
file.store_line("END_LAYERS")
# Store guides
for child in canvas.get_children():
if child is Guide:
file.store_line("|")
file.store_8(child.type)
if child.type == child.Types.HORIZONTAL:
file.store_16(child.points[0].y)
file.store_16(child.points[1].y)
else:
file.store_16(child.points[1].x)
file.store_16(child.points[0].x)
file.store_line("END_GUIDES")
file.store_line("END_FRAMES")
# Save tool options
var left_color : Color = Global.left_color_picker.color
var right_color : Color = Global.right_color_picker.color
var left_brush_size : int = Global.left_brush_size
var right_brush_size : int = Global.right_brush_size
file.store_var(left_color)
file.store_var(right_color)
file.store_8(left_brush_size)
file.store_8(right_brush_size)
# Save custom brushes
for i in range(Global.brushes_from_files, Global.custom_brushes.size()):
var brush = Global.custom_brushes[i]
file.store_line("/")
file.store_16(brush.get_size().x)
file.store_16(brush.get_size().y)
file.store_buffer(brush.get_data())
file.store_line("END_BRUSHES")
# Store animation tags
for tag in Global.animation_tags:
file.store_line(".T/")
file.store_line(tag[0]) # Tag name
file.store_var(tag[1]) # Tag color
file.store_8(tag[2]) # Tag "from", the first frame
file.store_8(tag[3]) # Tag "to", the last frame
file.store_line("END_FRAME_TAGS")
file.close()
if Global.project_has_changed and not autosave:
Global.project_has_changed = false
if autosave:
Global.notification_label("File autosaved")
else:
# First remove backup then set current save path
remove_backup()
current_save_path = path
Global.notification_label("File saved")
if backup_save_path == "":
Global.window_title = path.get_file() + " - Pixelorama"
else:
Global.notification_label("File failed to save")
func toggle_autosave(enable : bool) -> void:
if enable:
autosave_timer.start()
else:
autosave_timer.stop()
func set_autosave_interval(interval : float) -> void:
autosave_timer.wait_time = interval * 60 # Interval parameter is in minutes, wait_time is seconds
autosave_timer.start()
func _on_Autosave_timeout() -> void:
if backup_save_path == "":
# Create a new backup file if it doesn't exist yet
backup_save_path = "user://backup-" + String(OS.get_unix_time())
store_backup_path()
save_pxo_file(backup_save_path, true)
# Backup paths are stored in two ways:
# 1) User already manually saved and defined a save path -> {current_save_path, backup_save_path}
# 2) User didn't manually saved, "untitled" backup is stored -> {backup_save_path, backup_save_path}
func store_backup_path() -> void:
if current_save_path != "":
# Remove "untitled" backup if it existed on this project instance
if Global.config_cache.has_section_key("backups", backup_save_path):
Global.config_cache.erase_section_key("backups", backup_save_path)
Global.config_cache.set_value("backups", current_save_path, backup_save_path)
else:
Global.config_cache.set_value("backups", backup_save_path, backup_save_path)
Global.config_cache.save("user://cache.ini")
func remove_backup() -> void:
# Remove backup file
if backup_save_path != "":
if current_save_path != "":
remove_backup_by_path(current_save_path, backup_save_path)
else:
# If manual save was not yet done - remove "untitled" backup
remove_backup_by_path(backup_save_path, backup_save_path)
backup_save_path = ""
func remove_backup_by_path(project_path : String, backup_path : String) -> void:
Directory.new().remove(backup_path)
Global.config_cache.erase_section_key("backups", project_path)
Global.config_cache.save("user://cache.ini")
func reload_backup_file(project_path : String, backup_path : String) -> void:
# If project path is the same as backup save path -> the backup was untitled
open_pxo_file(backup_path, project_path == backup_path)
backup_save_path = backup_path
if project_path != backup_path:
current_save_path = project_path
Global.window_title = project_path.get_file() + " - Pixelorama(*)"
Global.project_has_changed = true
Global.notification_label("Backup reloaded")