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Better spritesheet exporting
You can now choose how many columns you want your spritesheet to be, allowing you to export atlases. ISSUE: If the number of columns is larger than the number of rows AND rows * columns are not equal to the number of frames, the result is weird. The exported image has transparent space on its bottom side.
This commit is contained in:
parent
4ae5968887
commit
eeaa691d36
8 changed files with 68 additions and 39 deletions
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@ -2,6 +2,8 @@ extends FileDialog
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var current_export_path := ""
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var export_option := 0
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var spritesheet_rows = 1
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var spritesheet_columns = 1
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func _ready() -> void:
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var children := []
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@ -15,6 +17,19 @@ func _ready() -> void:
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func _on_ExportOption_item_selected(ID : int) -> void:
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export_option = ID
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var spritesheet_container = Global.find_node_by_name(self, "Spritesheet")
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if ID > 1:
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spritesheet_container.visible = true
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else:
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spritesheet_container.visible = false
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func _on_VerticalFrames_value_changed(value) -> void:
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value = min(value, Global.canvases.size())
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spritesheet_rows = ceil(Global.canvases.size() / value)
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spritesheet_columns = value
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var vertical_frames : SpinBox = Global.find_node_by_name(self, "VerticalFrames")
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vertical_frames.value = spritesheet_columns
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func _on_ExportSprites_file_selected(path : String) -> void:
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current_export_path = path
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@ -32,8 +47,8 @@ func export_project() -> void:
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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: # Export all frames as a spritesheet (single file)
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save_spritesheet(export_option == 2)
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elif export_option == 2: # Export all frames as a spritesheet (single file)
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save_spritesheet()
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Global.notification_label("File exported")
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@ -57,29 +72,26 @@ func save_sprite(canvas : Canvas, path : String) -> void:
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if err != OK:
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OS.alert("Can't save file")
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func save_spritesheet(horizontal : bool) -> void:
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var width
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var height
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if horizontal: # 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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else: # 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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func save_spritesheet() -> void:
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var width = Global.canvas.size.x * spritesheet_rows
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var height = Global.canvas.size.y * spritesheet_columns
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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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var hh := 0
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var vv := 0
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for canvas in Global.canvases:
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if hh < spritesheet_rows:
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dst.x = canvas.size.x * hh
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hh += 1
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else:
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vv += 1
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dst.x = 0
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hh = 1
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dst.y = canvas.size.y * vv
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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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@ -93,10 +105,6 @@ func save_spritesheet(horizontal : bool) -> void:
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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 horizontal:
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dst += Vector2(canvas.size.x, 0)
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else:
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dst += Vector2(0, canvas.size.y)
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var err = whole_image.save_png(current_export_path)
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if err != OK:
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