Added Onion Skinning & Custom .pxo File

- Onion skinning for animations. Choose past and future steps and toggle blue-red mode.
- Custom .pxo file. If you save your project as a .pxo file, it remembers all of your frames, their layers, brush sizes, brush colors and color palletes!
- Ping-pong loop type. When the animation finishes, it plays backwards.
- Ability to import new frames in the timeline as additions, without deleting the previous frames.
This commit is contained in:
OverloadedOrama 2019-09-14 22:55:33 +03:00
parent 4331a0232e
commit dd9bfc1c33
8 changed files with 371 additions and 110 deletions

View file

@ -106,6 +106,8 @@ func update_texture(layer_index : int) -> void:
layers[layer_index][1].create_from_image(layers[layer_index][0], 0)
get_layer_container(layer_index).get_child(0).get_child(1).texture = layers[layer_index][1]
#This code is used to update the texture in the animation timeline frame button
#but blend_rect causes major performance issues on large images
var whole_image := Image.new()
whole_image.create(size.x, size.y, false, Image.FORMAT_RGBA8)
for layer in layers:
@ -122,8 +124,37 @@ func get_layer_container(layer_index : int) -> PanelContainer:
return null
func _draw() -> void:
draw_texture_rect(trans_background, Rect2(location, size), true)
#for texture in layer_textures:
draw_texture_rect(trans_background, Rect2(location, size), true) #Draw transparent background
#Onion Skinning
#Past
if Global.onion_skinning_past_rate > 0:
var color : Color
if Global.onion_skinning_blue_red:
color = Color.blue
else:
color = Color.white
for i in range(1, Global.onion_skinning_past_rate + 1):
if Global.current_frame >= i:
for texture in Global.canvases[Global.current_frame - i].layers:
color.a = 0.6/i
draw_texture(texture[1], location, color)
#Future
if Global.onion_skinning_future_rate > 0:
var color : Color
if Global.onion_skinning_blue_red:
color = Color.red
else:
color = Color.white
for i in range(1, Global.onion_skinning_future_rate + 1):
#print(i)
if Global.current_frame < Global.canvases.size() - i:
for texture in Global.canvases[Global.current_frame + i].layers:
color.a = 0.6/i
draw_texture(texture[1], location, color)
#Draw current frame layers
for texture in layers:
if texture[3]: #if it's visible
draw_texture(texture[1], location)
@ -275,6 +306,7 @@ func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> v
east += Vector2.RIGHT
for px in range(west.x + 1, east.x):
var p := Vector2(px, n.y)
#print(point_in_rectangle(p, location, size))
draw_pixel(p, replace_color, 1)
var north := p + Vector2.UP
var south := p + Vector2.DOWN

View file

@ -1,12 +1,17 @@
extends Node
# warning-ignore:unused_class_variable
var current_frame := 0 setget set_current_frame_label
# warning-ignore:unused_class_variable
var can_draw := false
# warning-ignore:unused_class_variable
var has_focus := true
# warning-ignore:unused_class_variable
var onion_skinning_past_rate := 0
# warning-ignore:unused_class_variable
var onion_skinning_future_rate := 0
# warning-ignore:unused_class_variable
var onion_skinning_blue_red := false
# warning-ignore:unused_class_variable
var draw_grid := false
var canvases := []
var canvas : Canvas
@ -20,12 +25,16 @@ var left_brush_size := 1
# warning-ignore:unused_class_variable
var right_brush_size := 1
var camera : Camera2D
var left_color_picker : ColorPickerButton
var right_color_picker : ColorPickerButton
var file_menu : MenuButton
var edit_menu : MenuButton
var left_indicator : Sprite
var right_indicator : Sprite
var left_color_picker : ColorPickerButton
var right_color_picker : ColorPickerButton
var left_brush_size_edit : SpinBox
var right_brush_size_edit : SpinBox
var loop_animation_button : Button
var play_forward : Button
var play_backwards : Button
var frame_container : HBoxContainer
@ -51,12 +60,17 @@ func _ready() -> void:
canvases.append(canvas)
canvas_parent = canvas.get_parent()
camera = find_node_by_name(canvas_parent, "Camera2D")
left_color_picker = find_node_by_name(root, "LeftColorPickerButton")
right_color_picker = find_node_by_name(root, "RightColorPickerButton")
file_menu = find_node_by_name(root, "FileMenu")
edit_menu = find_node_by_name(root, "EditMenu")
left_indicator = find_node_by_name(root, "LeftIndicator")
right_indicator = find_node_by_name(root, "RightIndicator")
left_color_picker = find_node_by_name(root, "LeftColorPickerButton")
right_color_picker = find_node_by_name(root, "RightColorPickerButton")
left_brush_size_edit = find_node_by_name(root, "LeftBrushSizeEdit")
right_brush_size_edit = find_node_by_name(root, "RightBrushSizeEdit")
loop_animation_button = find_node_by_name(root, "LoopAnim")
play_forward = find_node_by_name(root, "PlayForward")
play_backwards = find_node_by_name(root, "PlayBackwards")
frame_container = find_node_by_name(root, "FrameContainer")

View file

@ -1,27 +1,33 @@
extends Control
var current_path := ""
var current_save_path := ""
var current_export_path := ""
var opensprite_file_selected := false
var pencil_tool
var eraser_tool
var fill_tool
var export_all_frames : CheckButton
var export_as_single_file : CheckButton
var export_vertical_spritesheet : CheckButton
var import_as_new_frame : CheckBox
var export_all_frames : CheckBox
var export_as_single_file : CheckBox
var export_vertical_spritesheet : CheckBox
var fps := 1.0
var animation_loop := false
var animation_loop := 0 #0 is no loop, 1 is cycle loop, 2 is ping-pong loop
var animation_forward := true
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Set a minimum window size to prevent UI elements from collapsing on each other.
# This property is only available in 3.2alpha or later, so use `set()` to fail gracefully if it doesn't exist.
OS.set("min_window_size", Vector2(1024, 600))
var file_menu_items := {
"New..." : KEY_MASK_CTRL + KEY_N,
#The import and export key shortcuts will change,
#and they will be bound to Open and Save/Save as once I
#make a custom file for Pixelorama projects
"Import..." : KEY_MASK_CTRL + KEY_O,
"Export..." : KEY_MASK_CTRL + KEY_S,
"Export as..." : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_S,
"Open..." : KEY_MASK_CTRL + KEY_O,
"Save..." : KEY_MASK_CTRL + KEY_S,
"Save as..." : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_S,
"Import..." : KEY_MASK_CTRL + KEY_I,
"Export..." : KEY_MASK_CTRL + KEY_E,
"Export as..." : KEY_MASK_SHIFT + KEY_MASK_CTRL + KEY_E,
"Quit" : KEY_MASK_CTRL + KEY_Q
}
var edit_menu_items := {
@ -51,15 +57,22 @@ func _ready() -> void:
eraser_tool.connect("pressed", self, "_on_Tool_pressed", [eraser_tool])
fill_tool.connect("pressed", self, "_on_Tool_pressed", [fill_tool])
export_all_frames = CheckButton.new()
#Options for Import
import_as_new_frame = CheckBox.new()
import_as_new_frame.text = "Import as new frame?"
$ImportSprites.get_vbox().add_child(import_as_new_frame)
#Options for Export
export_all_frames = CheckBox.new()
export_all_frames.text = "Export all frames?"
export_as_single_file = CheckButton.new()
export_as_single_file = CheckBox.new()
export_as_single_file.text = "Export frames as a single file?"
export_vertical_spritesheet = CheckButton.new()
export_vertical_spritesheet = CheckBox.new()
export_vertical_spritesheet.text = "Vertical spritesheet?"
$SaveSprite.get_vbox().add_child(export_all_frames)
$SaveSprite.get_vbox().add_child(export_as_single_file)
$SaveSprite.get_vbox().add_child(export_vertical_spritesheet)
$ExportSprites.get_vbox().add_child(export_all_frames)
$ExportSprites.get_vbox().add_child(export_as_single_file)
$ExportSprites.get_vbox().add_child(export_vertical_spritesheet)
func _input(event):
#Handle tool shortcuts
@ -82,20 +95,33 @@ func file_menu_id_pressed(id : int) -> void:
0: #New
$CreateNewImage.popup_centered()
Global.can_draw = false
1: #Import
1: #Open
$OpenSprite.popup_centered()
Global.can_draw = false
opensprite_file_selected = false
2: #Export
if current_path == "":
2: #Save
if current_save_path == "":
$SaveSprite.popup_centered()
Global.can_draw = false
else:
export_project()
3: #Export as
_on_SaveSprite_file_selected(current_save_path)
3: #Save as
$SaveSprite.popup_centered()
Global.can_draw = false
4: #Quit
4: #Import
$ImportSprites.popup_centered()
Global.can_draw = false
opensprite_file_selected = false
5: #Export
if current_export_path == "":
$ExportSprites.popup_centered()
Global.can_draw = false
else:
export_project()
6: #Export as
$ExportSprites.popup_centered()
Global.can_draw = false
7: #Quit
get_tree().quit()
func edit_menu_id_pressed(id : int) -> void:
@ -111,30 +137,97 @@ func _on_CreateNewImage_confirmed() -> void:
var height = float($CreateNewImage/VBoxContainer/HeightCont/HeightValue.value)
new_canvas(Vector2(width, height).floor())
#func _on_OpenSprite_file_selected(path : String) -> void:
# var image = Image.new()
# var err = image.load(path)
# if err == OK:
# opensprite_file_selected = true
# new_canvas(image.get_size(), image)
# else:
# OS.alert("Can't load file")
func _on_OpenSprite_file_selected(path) -> void:
var file := File.new()
var err := file.open(path, File.READ)
if err == 0:
var version := file.get_line()
var frame := 0
var frame_line := file.get_line()
clear_canvases()
while frame_line == "--":
var canvas : Canvas = load("res://Canvas.tscn").instance()
Global.canvas = canvas
var width := file.get_16()
var height := file.get_16()
var layer := 0
var layer_line := file.get_line()
while layer_line == "-":
var buffer := file.get_buffer(width * height * 4)
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 %s" % layer, true])
layer_line = file.get_line()
layer += 1
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.current_frame = frame - 1
#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
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)
file.close()
func _on_OpenSprite_files_selected(paths) -> void:
for child in Global.vbox_layer_container.get_children():
if child is PanelContainer:
child.queue_free()
for child in Global.frame_container.get_children():
child.queue_free()
for child in Global.canvas_parent.get_children():
if child is Canvas:
child.queue_free()
Global.canvases.clear()
func _on_SaveSprite_file_selected(path) -> void:
current_save_path = path
var file := File.new()
var err := file.open(path, File.WRITE)
if err == 0:
file.store_line(ProjectSettings.get_setting("application/config/Version"))
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:
file.store_line("-")
file.store_buffer(layer[0].get_data())
file.store_line("END_LAYERS")
file.store_line("END_FRAMES")
#Save tool options
var left_color := Global.left_color_picker.color
var right_color := Global.right_color_picker.color
var left_brush_size := Global.left_brush_size
var right_brush_size := Global.right_brush_size
var left_palette := Global.left_color_picker.get_picker().get_presets()
var right_palette := Global.right_color_picker.get_picker().get_presets()
file.store_var(left_color)
file.store_var(right_color)
file.store_8(left_brush_size)
file.store_8(right_brush_size)
file.store_var(left_palette)
file.store_var(right_palette)
file.close()
func _on_ImportSprites_files_selected(paths) -> void:
if !import_as_new_frame.pressed: #If we're not adding a new frame, delete the previous
clear_canvases()
#Find the biggest image and let it handle the camera zoom options
var max_size : Vector2
var biggest_canvas : Canvas
var i := 0
var i := Global.canvases.size()
for path in paths:
var image = Image.new()
var err = image.load(path)
@ -152,7 +245,7 @@ func _on_OpenSprite_files_selected(paths) -> void:
Global.canvas_parent.add_child(canvas)
Global.canvases.append(canvas)
canvas.visible = false
if i == 0:
if path == paths[0]: #If it's the first file
max_size = canvas.size
biggest_canvas = canvas
else:
@ -174,8 +267,8 @@ func _on_OpenSprite_files_selected(paths) -> void:
else:
Global.remove_frame_button.disabled = true
Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
func new_canvas(size : Vector2) -> void:
func clear_canvases() -> void:
for child in Global.vbox_layer_container.get_children():
if child is PanelContainer:
child.queue_free()
@ -185,6 +278,9 @@ func new_canvas(size : Vector2) -> void:
if child is Canvas:
child.queue_free()
Global.canvases.clear()
func new_canvas(size : Vector2) -> void:
clear_canvases()
Global.canvas = load("res://Canvas.tscn").instance()
Global.canvas.size = size
@ -194,8 +290,8 @@ func new_canvas(size : Vector2) -> void:
Global.remove_frame_button.disabled = true
Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
func _on_SaveSprite_file_selected(path : String) -> void:
current_path = path
func _on_ExportSprites_file_selected(path : String) -> void:
current_export_path = path
export_project()
func export_project() -> void:
@ -203,7 +299,7 @@ func export_project() -> void:
if !export_as_single_file.pressed:
var i := 1
for canvas in Global.canvases:
var path := "%s_%s" % [current_path, str(i)]
var path := "%s_%s" % [current_export_path, str(i)]
path = path.replace(".png", "")
path = "%s.png" % path
save_sprite(canvas, path)
@ -211,7 +307,7 @@ func export_project() -> void:
else:
save_spritesheet()
else:
save_sprite(Global.canvas, current_path)
save_sprite(Global.canvas, current_export_path)
func save_sprite(canvas : Canvas, path : String) -> void:
var whole_image := Image.new()
@ -252,11 +348,11 @@ func save_spritesheet() -> void:
else:
dst += Vector2(canvas.size.x, 0)
var err = whole_image.save_png(current_path)
var err = whole_image.save_png(current_export_path)
if err != OK:
OS.alert("Can't save file")
func _on_OpenSprite_popup_hide() -> void:
func _on_ImportSprites_popup_hide() -> void:
if !opensprite_file_selected:
Global.can_draw = true
@ -446,6 +542,20 @@ func change_frame_order(rate : int) -> void:
#Global.canvas.generate_layer_panels()
Global.handle_layer_order_buttons()
func _on_LoopAnim_pressed() -> void:
match Global.loop_animation_button.text:
"No":
#Make it loop
animation_loop = 1
Global.loop_animation_button.text = "Cycle"
"Cycle":
#Make it ping-pong
animation_loop = 2
Global.loop_animation_button.text = "Ping-Pong"
"Ping-Pong":
#Make it stop
animation_loop = 0
Global.loop_animation_button.text = "No"
func _on_PlayForward_toggled(button_pressed) -> void:
Global.play_backwards.pressed = false
@ -478,22 +588,35 @@ func _on_AnimationTimer_timeout() -> void:
if Global.current_frame < Global.canvases.size() - 1:
Global.current_frame += 1
else:
if animation_loop:
Global.current_frame = 0
else:
Global.play_forward.pressed = false
Global.play_forward.text = "Play Forward"
$AnimationTimer.stop()
match animation_loop:
0: #No loop
Global.play_forward.pressed = false
Global.play_forward.text = "Play Forward"
Global.play_backwards.pressed = false
Global.play_backwards.text = "Play Backwards"
$AnimationTimer.stop()
1: #Cycle loop
Global.current_frame = 0
2: #Ping pong loop
animation_forward = false
_on_AnimationTimer_timeout()
else:
if Global.current_frame > 0:
Global.current_frame -= 1
else:
if animation_loop:
Global.current_frame = Global.canvases.size() - 1
else:
Global.play_backwards.pressed = false
Global.play_backwards.text = "Play Backwards"
$AnimationTimer.stop()
match animation_loop:
0: #No loop
Global.play_backwards.pressed = false
Global.play_backwards.text = "Play Backwards"
Global.play_forward.pressed = false
Global.play_forward.text = "Play Forward"
$AnimationTimer.stop()
1: #Cycle loop
Global.current_frame = Global.canvases.size() - 1
2: #Ping pong loop
animation_forward = true
_on_AnimationTimer_timeout()
Global.change_frame()
@ -501,5 +624,11 @@ func _on_FPSValue_value_changed(value) -> void:
fps = float(value)
$AnimationTimer.wait_time = 1 / fps
func _on_LoopAnim_toggled(button_pressed) -> void:
animation_loop = button_pressed
func _on_PastOnionSkinning_value_changed(value) -> void:
Global.onion_skinning_past_rate = int(value)
func _on_FutureOnionSkinning_value_changed(value) -> void:
Global.onion_skinning_future_rate = int(value)
func _on_BlueRedMode_toggled(button_pressed) -> void:
Global.onion_skinning_blue_red = button_pressed