Blobby/addons/AsepriteWizard/animation_player/sprite_inspector_dock.gd

257 lines
6.9 KiB
GDScript

tool
extends PanelContainer
const wizard_config = preload("../config/wizard_config.gd")
const result_code = preload("../config/result_codes.gd")
var animation_creator = preload("animation_creator.gd").new()
var scene: Node
var sprite: Sprite
var config
var file_system: EditorFileSystem
var _layer: String = ""
var _source: String = ""
var _animation_player_path: String
var _file_dialog_aseprite: FileDialog
var _output_folder_dialog: FileDialog
var _importing := false
var _output_folder := ""
var _out_folder_default := "[Same as scene]"
var _layer_default := "[all]"
onready var _options_field = $margin/VBoxContainer/animation_player/options
onready var _source_field = $margin/VBoxContainer/source/button
onready var _layer_field = $margin/VBoxContainer/layer/options
onready var _options_title = $margin/VBoxContainer/options_title/options_title
onready var _options_container = $margin/VBoxContainer/options
onready var _out_folder_field = $margin/VBoxContainer/options/out_folder/button
onready var _out_filename_field = $margin/VBoxContainer/options/out_filename/LineEdit
onready var _visible_layers_field = $margin/VBoxContainer/options/visible_layers/CheckButton
onready var _ex_pattern_field = $margin/VBoxContainer/options/ex_pattern/LineEdit
func _ready():
var cfg = wizard_config.decode(sprite.editor_description)
if cfg == null:
_load_default_config()
else:
_load_config(cfg)
animation_creator.init(config, file_system)
func _load_config(cfg):
if cfg.has("source"):
_set_source(cfg.source)
if cfg.has("player"):
_set_animation_player(cfg.player)
if cfg.get("layer", "") != "":
_set_layer(cfg.layer)
_output_folder = cfg.get("o_folder", "")
_out_folder_field.text = _output_folder if _output_folder != "" else _out_folder_default
_out_filename_field.text = cfg.get("o_name", "")
_visible_layers_field.pressed = cfg.get("only_visible", "") == "True"
_ex_pattern_field.text = cfg.get("o_ex_p", "")
_set_options_visible(cfg.get("op_exp", "false") == "True")
func _load_default_config():
_ex_pattern_field.text = config.get_default_exclusion_pattern()
_set_options_visible(false)
func _set_source(source):
_source = source
_source_field.text = _source
_source_field.hint_tooltip = _source
func _set_animation_player(player):
_animation_player_path = player
_options_field.add_item(_animation_player_path)
func _set_layer(layer):
_layer = layer
_layer_field.add_item(_layer)
func _on_options_pressed():
var animation_players = []
var root = get_tree().get_edited_scene_root()
_find_animation_players(root, root, animation_players)
var current = 0
_options_field.clear()
_options_field.add_item("[empty]")
for ap in animation_players:
_options_field.add_item(ap)
if ap == _animation_player_path:
current = _options_field.get_item_count() - 1
_options_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_options_item_selected(index):
if index == 0:
_animation_player_path = ""
return
_animation_player_path = _options_field.get_item_text(index)
_save_config()
func _on_layer_pressed():
if _source == "":
_show_message("Please. Select source file first.")
return
var layers = animation_creator.list_layers(ProjectSettings.globalize_path(_source))
var current = 0
_layer_field.clear()
_layer_field.add_item("[all]")
for l in layers:
if l == "":
continue
_layer_field.add_item(l)
if l == _layer:
current = _layer_field.get_item_count() - 1
_layer_field.select(current)
func _on_layer_item_selected(index):
if index == 0:
_layer = ""
return
_layer = _layer_field.get_item_text(index)
_save_config()
func _on_source_pressed():
_open_source_dialog()
func _on_import_pressed():
if _importing:
return
_importing = true
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
if _source == "":
_show_message("Aseprite file not selected")
_importing = false
return
var options = {
"source": ProjectSettings.globalize_path(_source),
"output_folder": _output_folder if _output_folder != "" else root.filename.get_base_dir(),
"exception_pattern": _ex_pattern_field.text,
"only_visible_layers": _visible_layers_field.pressed,
"output_filename": _out_filename_field.text,
"layer": _layer
}
_save_config()
animation_creator.create_animations(sprite, root.get_node(_animation_player_path), options)
_importing = false
func _save_config():
sprite.editor_description = wizard_config.encode({
"player": _animation_player_path,
"source": _source,
"layer": _layer,
"op_exp": _options_title.pressed,
"o_folder": _output_folder,
"o_name": _out_filename_field.text,
"only_visible": _visible_layers_field.pressed,
"o_ex_p": _ex_pattern_field.text
})
func _open_source_dialog():
_file_dialog_aseprite = _create_aseprite_file_selection()
get_parent().add_child(_file_dialog_aseprite)
if _source != "":
_file_dialog_aseprite.current_dir = _source.get_base_dir()
_file_dialog_aseprite.popup_centered_ratio()
func _create_aseprite_file_selection():
var file_dialog = FileDialog.new()
file_dialog.mode = FileDialog.MODE_OPEN_FILE
file_dialog.access = FileDialog.ACCESS_FILESYSTEM
file_dialog.connect("file_selected", self, "_on_aseprite_file_selected")
file_dialog.set_filters(PoolStringArray(["*.ase","*.aseprite"]))
return file_dialog
func _on_aseprite_file_selected(path):
_set_source(ProjectSettings.localize_path(path))
_save_config()
_file_dialog_aseprite.queue_free()
func _show_message(message: String):
var _warning_dialog = AcceptDialog.new()
get_parent().add_child(_warning_dialog)
_warning_dialog.dialog_text = message
_warning_dialog.popup_centered()
_warning_dialog.connect("popup_hide", _warning_dialog, "queue_free")
func _on_options_title_toggled(button_pressed):
_set_options_visible(button_pressed)
_save_config()
func _set_options_visible(is_visible):
_options_container.visible = is_visible
_options_title.icon = config.get_icon_arrow_down() if is_visible else config.get_icon_arrow_right()
func _on_out_folder_pressed():
_output_folder_dialog = _create_output_folder_selection()
get_parent().add_child(_output_folder_dialog)
if _output_folder != _out_folder_default:
_output_folder_dialog.current_dir = _output_folder
_output_folder_dialog.popup_centered_ratio()
func _create_output_folder_selection():
var file_dialog = FileDialog.new()
file_dialog.mode = FileDialog.MODE_OPEN_DIR
file_dialog.access = FileDialog.ACCESS_RESOURCES
file_dialog.connect("dir_selected", self, "_on_output_folder_selected")
return file_dialog
func _on_output_folder_selected(path):
_output_folder = path
_out_folder_field.text = _output_folder if _output_folder != "" else _out_folder_default
_output_folder_dialog.queue_free()