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gmtk-2024/addons/AsepriteWizard/interface/docks/sprite/sprite_inspector_dock.gd

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GDScript3
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2024-08-17 14:22:33 +00:00
@tool
extends "../base_inspector_dock.gd"
const AnimationCreator = preload("../../../creators/animation_player/animation_creator.gd")
const SpriteAnimationCreator = preload("../../../creators/animation_player/sprite_animation_creator.gd")
const TextureRectAnimationCreator = preload("../../../creators/animation_player/texture_rect_animation_creator.gd")
const StaticTextureCreator = preload("../../../creators/static_texture/texture_creator.gd")
enum ImportMode {
ANIMATION = 0,
IMAGE = 1
}
var animation_creator: AnimationCreator
var static_texture_creator: StaticTextureCreator
var _import_mode = -1
var _animation_player_path: String
@onready var _import_mode_options_field := $dock_fields/VBoxContainer/modes/options as OptionButton
@onready var _animation_player_field := $dock_fields/VBoxContainer/animation_player/options as OptionButton
@onready var _animation_player_container := $dock_fields/VBoxContainer/animation_player as HBoxContainer
# animation
@onready var _animation_section := $dock_fields/VBoxContainer/extra/sections/animation as VBoxContainer
@onready var _animation_section_header := $dock_fields/VBoxContainer/extra/sections/animation/section_header as Button
@onready var _animation_section_container := $dock_fields/VBoxContainer/extra/sections/animation/section_content as MarginContainer
@onready var _cleanup_hide_unused_nodes := $dock_fields/VBoxContainer/extra/sections/animation/section_content/content/auto_visible_track/CheckBox as CheckBox
@onready var _keep_length := $dock_fields/VBoxContainer/extra/sections/animation/section_content/content/keep_length/CheckBox as CheckBox
const INTERFACE_SECTION_KEY_ANIMATION = "animation_section"
func _pre_setup():
_expandable_sections[INTERFACE_SECTION_KEY_ANIMATION] = { "header": _animation_section_header, "content": _animation_section_container}
func _setup():
if target_node is Sprite2D || target_node is Sprite3D:
animation_creator = SpriteAnimationCreator.new()
if target_node is TextureRect:
animation_creator = TextureRectAnimationCreator.new()
static_texture_creator = StaticTextureCreator.new()
_setup_animation_fields_listeners()
func _load_config(cfg):
if cfg.has("player"):
_animation_player_field.clear()
_set_animation_player(cfg.player)
_cleanup_hide_unused_nodes.button_pressed = cfg.get("set_vis_track", config.is_set_visible_track_automatically_enabled())
_keep_length.button_pressed = cfg.get("keep_anim_length", false)
_set_import_mode(int(cfg.get("i_mode", 0)))
func _load_default_config():
_cleanup_hide_unused_nodes.button_pressed = config.is_set_visible_track_automatically_enabled()
func _set_animation_player(player):
_animation_player_path = player
_animation_player_field.add_item(_animation_player_path)
func _set_import_mode(import_mode):
if _import_mode == import_mode:
return
_import_mode = import_mode
var index = _import_mode_options_field.get_item_index(import_mode)
_import_mode_options_field.select(index)
_handle_import_mode()
func _handle_import_mode():
match _import_mode:
ImportMode.ANIMATION:
_animation_player_container.show()
_animation_section.show()
ImportMode.IMAGE:
_animation_player_container.hide()
_animation_section.hide()
func _setup_animation_fields_listeners():
_animation_section_header.button_down.connect(_on_animation_header_button_down)
_animation_player_field.node_dropped.connect(_on_animation_player_node_dropped)
_animation_player_field.button_down.connect(_on_animation_player_button_down)
_animation_player_field.item_selected.connect(_on_animation_player_item_selected)
_import_mode_options_field.item_selected.connect(_on_modes_item_selected)
func _on_animation_player_button_down():
_refresh_animation_players()
func _refresh_animation_players():
var animation_players = []
var root = get_tree().get_edited_scene_root()
_find_animation_players(root, root, animation_players)
var current = 0
_animation_player_field.clear()
_animation_player_field.add_item("[empty]")
for ap in animation_players:
_animation_player_field.add_item(ap)
if ap.get_concatenated_names() == _animation_player_path:
current = _animation_player_field.get_item_count() - 1
_animation_player_field.select(current)
func _find_animation_players(root: Node, node: Node, players: Array):
if node is AnimationPlayer:
players.push_back(root.get_path_to(node))
for c in node.get_children():
_find_animation_players(root, c, players)
func _on_animation_player_item_selected(index):
if index == 0:
_animation_player_path = ""
return
_animation_player_path = _animation_player_field.get_item_text(index)
_save_config()
func _do_import():
if _import_mode == ImportMode.IMAGE:
await _import_static()
return
await _import_for_animation_player()
##
## Import aseprite animations to target AnimationPlayer and set
## spritesheet as the node's texture
##
func _import_for_animation_player():
var root = get_tree().get_edited_scene_root()
if _animation_player_path == "" or not root.has_node(_animation_player_path):
_show_message("AnimationPlayer not found")
_importing = false
return
var source_path = ProjectSettings.globalize_path(_source)
var options = _get_import_options(root.scene_file_path.get_base_dir())
_save_config()
var aseprite_output = _aseprite_file_exporter.generate_aseprite_file(source_path, options)
if not aseprite_output.is_ok:
_notify_aseprite_error(aseprite_output.code)
return
file_system.scan()
await file_system.filesystem_changed
var anim_options = {
"keep_anim_length": _keep_length.button_pressed,
"cleanup_hide_unused_nodes": _cleanup_hide_unused_nodes.button_pressed,
"slice": _slice,
}
animation_creator.create_animations(target_node, root.get_node(_animation_player_path), aseprite_output.content, anim_options)
_importing = false
wizard_config.set_source_hash(target_node, FileAccess.get_md5(source_path))
_handle_cleanup(aseprite_output.content)
##
## Import first frame from aseprite file as node texture
##
func _import_static():
var source_path = ProjectSettings.globalize_path(_source)
var root = get_tree().get_edited_scene_root()
var options = _get_import_options(root.scene_file_path.get_base_dir())
options["first_frame_only"] = true
_save_config()
var aseprite_output = _aseprite_file_exporter.generate_aseprite_file(source_path, options)
if not aseprite_output.is_ok:
_notify_aseprite_error(aseprite_output.code)
return
file_system.scan()
await file_system.filesystem_changed
static_texture_creator.load_texture(target_node, aseprite_output.content, { "slice": _slice })
_importing = false
wizard_config.set_source_hash(target_node, FileAccess.get_md5(source_path))
_handle_cleanup(aseprite_output.content)
func _get_current_field_values() -> Dictionary:
var cfg := {
"i_mode": _import_mode,
"player": _animation_player_path,
"keep_anim_length": _keep_length.button_pressed,
}
if _cleanup_hide_unused_nodes.button_pressed != config.is_set_visible_track_automatically_enabled():
cfg["set_vis_track"] = _cleanup_hide_unused_nodes.button_pressed
return cfg
func _get_available_layers(global_source_path: String) -> Array:
return animation_creator.list_layers(global_source_path)
func _get_available_slices(global_source_path: String) -> Array:
return animation_creator.list_slices(global_source_path)
func _on_animation_player_node_dropped(node_path):
var node = get_node(node_path)
var root = get_tree().get_edited_scene_root()
_animation_player_path = root.get_path_to(node)
for i in range(_animation_player_field.get_item_count()):
if _animation_player_field.get_item_text(i) == _animation_player_path:
_animation_player_field.select(i)
break
_save_config()
func _on_modes_item_selected(index):
var id = _import_mode_options_field.get_item_id(index)
_import_mode = id
_handle_import_mode()
func _on_animation_header_button_down():
_toggle_section_visibility(INTERFACE_SECTION_KEY_ANIMATION)
func _show_specific_fields():
_import_mode_options_field.get_parent().show()
_animation_player_container.show()
_animation_section.show()