mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 17:24:44 -04:00
Changed Export PNG settings, moved code from Main.gd to ExportSprites.gd
And made ExportSprites.tscn a scene of its own
This commit is contained in:
parent
04fe708560
commit
67631ac648
7 changed files with 162 additions and 144 deletions
109
Scripts/Main.gd
109
Scripts/Main.gd
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@ -1,14 +1,11 @@
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extends Control
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var current_save_path := ""
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var current_export_path := ""
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var opensprite_file_selected := false
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var file_menu : PopupMenu
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var view_menu : PopupMenu
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var tools := []
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var export_all_frames : CheckBox
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var export_as_single_file : CheckBox
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var export_vertical_spritesheet : CheckBox
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var redone := false
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var fps := 6.0
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var animation_loop := 0 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
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@ -155,20 +152,6 @@ func _ready() -> void:
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Global.left_color_picker.get_picker().move_child(Global.left_color_picker.get_picker().get_child(0), 1)
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Global.right_color_picker.get_picker().move_child(Global.right_color_picker.get_picker().get_child(0), 1)
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# Options for Export
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var export_project_hbox := HBoxContainer.new()
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export_all_frames = CheckBox.new()
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export_all_frames.text = tr("EXPORT_ALLFRAMES_LABEL")
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export_as_single_file = CheckBox.new()
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export_as_single_file.text = tr("EXPORT_FRAMES_ASFILE_LABEL")
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export_vertical_spritesheet = CheckBox.new()
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export_vertical_spritesheet.text = tr("EXPORT_VERTICAL_SPRITESHEET_LABEL")
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$ExportSprites.get_vbox().add_child(export_project_hbox)
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export_project_hbox.add_child(export_all_frames)
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export_project_hbox.add_child(export_as_single_file)
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export_project_hbox.add_child(export_vertical_spritesheet)
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Import.import_brushes("Brushes")
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func _input(event : InputEvent) -> void:
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@ -219,11 +202,11 @@ func file_menu_id_pressed(id : int) -> void:
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Global.can_draw = false
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opensprite_file_selected = false
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5: # Export
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if current_export_path == "":
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if $ExportSprites.current_export_path == "":
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$ExportSprites.popup_centered()
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Global.can_draw = false
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else:
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export_project()
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$ExportSprites.export_project()
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6: # Export as
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$ExportSprites.popup_centered()
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Global.can_draw = false
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@ -535,93 +518,9 @@ func clear_canvases() -> void:
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child.queue_free()
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Global.canvases.clear()
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current_save_path = ""
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current_export_path = ""
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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_ExportSprites_file_selected(path : String) -> void:
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current_export_path = path
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file_menu.set_item_text(5, tr("Export") + " %s" % path.get_file())
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export_project()
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func export_project() -> void:
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if export_all_frames.pressed:
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if !export_as_single_file.pressed:
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var i := 1
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for canvas in Global.canvases:
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var path := "%s_%s" % [current_export_path, str(i)]
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path = path.replace(".png", "")
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path = "%s.png" % path
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save_sprite(canvas, path)
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i += 1
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else:
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save_spritesheet()
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else:
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save_sprite(Global.canvas, current_export_path)
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Global.notification_label("File exported")
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func save_sprite(canvas : Canvas, path : String) -> void:
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var whole_image := Image.new()
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whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
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whole_image.lock()
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for layer in canvas.layers:
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var img : Image = layer[0]
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img.lock()
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if layer[4] < 1: # If we have layer transparency
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for xx in img.get_size().x:
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for yy in img.get_size().y:
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var pixel_color := img.get_pixel(xx, yy)
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var alpha : float = pixel_color.a * layer[4]
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img.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
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canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), Vector2.ZERO)
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layer[0].lock()
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var err = whole_image.save_png(path)
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if err != OK:
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OS.alert("Can't save file")
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func save_spritesheet() -> void:
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var width
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var height
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if export_vertical_spritesheet.pressed: #Vertical spritesheet
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width = Global.canvas.size.x
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height = 0
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for canvas in Global.canvases:
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height += canvas.size.y
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if canvas.size.x > width:
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width = canvas.size.x
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else: #Horizontal spritesheet
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width = 0
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height = Global.canvas.size.y
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for canvas in Global.canvases:
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width += canvas.size.x
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if canvas.size.y > height:
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height = canvas.size.y
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var whole_image := Image.new()
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whole_image.create(width, height, false, Image.FORMAT_RGBA8)
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whole_image.lock()
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var dst := Vector2.ZERO
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for canvas in Global.canvases:
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for layer in canvas.layers:
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var img : Image = layer[0]
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img.lock()
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if layer[4] < 1: # If we have layer transparency
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for xx in img.get_size().x:
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for yy in img.get_size().y:
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var pixel_color := img.get_pixel(xx, yy)
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var alpha : float = pixel_color.a * layer[4]
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img.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
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canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), dst)
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layer[0].lock()
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if export_vertical_spritesheet.pressed:
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dst += Vector2(0, canvas.size.y)
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else:
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dst += Vector2(canvas.size.x, 0)
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var err = whole_image.save_png(current_export_path)
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if err != OK:
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OS.alert("Can't save file")
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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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