143 lines
4 KiB
GDScript
143 lines
4 KiB
GDScript
@tool
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extends RefCounted
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var result_code = preload("../config/result_codes.gd")
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var _aseprite = preload("aseprite.gd").new()
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enum {
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FILE_EXPORT_MODE,
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LAYERS_EXPORT_MODE
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}
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##
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## Generate Aseprite spritesheet and data files for source.
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##
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## Options:
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## output_folder (string)
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## output_filename (string, optional)
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## export_mode (FILE_EXPORT_MODE, LAYERS_EXPORT_MODE) default: FILE_EXPORT_MODE
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## exception_pattern (string, optional)
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## only_visible_layers (boolean, optional)
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##
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## Return:
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## Array
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## Dictionary
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## sprite_sheet: sprite sheet path
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## data_file: json file path
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##
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func generate_aseprite_files(source_file: String, options: Dictionary):
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var check = _initial_checks(source_file, options)
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if check != result_code.SUCCESS:
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return result_code.error(check)
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match options.get('export_mode', FILE_EXPORT_MODE):
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FILE_EXPORT_MODE:
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var output = _aseprite.export_file(source_file, options.output_folder, options)
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if output.is_empty():
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return result_code.error(result_code.ERR_ASEPRITE_EXPORT_FAILED)
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return result_code.result([output])
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LAYERS_EXPORT_MODE:
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var output = _aseprite.export_layers(source_file, options.output_folder, options)
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if output.is_empty():
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return result_code.error(result_code.ERR_NO_VALID_LAYERS_FOUND)
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return result_code.result(output)
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_:
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return result_code.error(result_code.ERR_UNKNOWN_EXPORT_MODE)
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##
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## Generate Aseprite spritesheet and data file for source.
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##
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## Options:
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## output_folder (string)
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## output_filename (string, optional)
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## layer (string, optional)
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## exception_pattern (string, optional)
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## only_visible_layers (boolean, optional)
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##
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## Return:
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## Dictionary
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## sprite_sheet: sprite sheet path
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## data_file: json file path
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##
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func generate_aseprite_file(source_file: String, options: Dictionary) -> Dictionary:
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var check = _initial_checks(source_file, options)
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if check != result_code.SUCCESS:
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return result_code.error(check)
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var output
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if options.get("layer", "") == "":
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output = _aseprite.export_file(source_file, options.output_folder, options)
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else:
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output = _aseprite.export_layer(source_file, options.layer, options.output_folder, options)
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if output.is_empty():
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return result_code.error(result_code.ERR_ASEPRITE_EXPORT_FAILED)
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return result_code.result(output)
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##
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## Generate a spritesheet with all tilesets in the file
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##
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## Options:
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## exception_pattern (string)
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## only_visible_layers (boolean)
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## output_filename (string)
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## output_folder (string)
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##
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## Return:
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## Dictionary
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## sprite_sheet: sprite sheet path
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## data_file: json file path
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##
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func generate_tileset_files(source_file: String, options = {}) -> Dictionary:
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var check = _initial_checks(source_file, options)
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if check != result_code.SUCCESS:
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return result_code.error(check)
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var output = _aseprite.export_tileset_texture(source_file, options.output_folder, options)
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if output.is_empty():
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return result_code.error(result_code.ERR_ASEPRITE_EXPORT_FAILED)
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return result_code.result(output)
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##
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## Perform initial source file and output folder checks
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##
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func _initial_checks(source: String, options: Dictionary) -> int:
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if not _aseprite.test_command():
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return result_code.ERR_ASEPRITE_CMD_NOT_FOUND
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if not FileAccess.file_exists(source):
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return result_code.ERR_SOURCE_FILE_NOT_FOUND
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if not DirAccess.dir_exists_absolute(options.output_folder):
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return result_code.ERR_OUTPUT_FOLDER_NOT_FOUND
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return result_code.SUCCESS
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##
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## Load Aseprite source data file and fails if the
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## content is not valid
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##
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func load_json_content(source_file: String) -> Dictionary:
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var file = FileAccess.open(source_file, FileAccess.READ)
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if file == null:
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return result_code.error(FileAccess.get_open_error())
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var test_json_conv = JSON.new()
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test_json_conv.parse(file.get_as_text())
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var content = test_json_conv.get_data()
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if not _aseprite.is_valid_spritesheet(content):
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return result_code.error(result_code.ERR_INVALID_ASEPRITE_SPRITESHEET)
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return result_code.result(content)
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