Enable SpriteFramesEditor to guess the amount of rows and columns of a sprite sheet when loading it for the first time
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@ -504,6 +504,82 @@ void SpriteFramesEditor::_update_show_settings() {
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}
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}
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void SpriteFramesEditor::_auto_slice_sprite_sheet() {
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if (updating_split_settings) {
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return;
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}
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updating_split_settings = true;
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const Size2i size = split_sheet_preview->get_texture()->get_size();
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const Size2i split_sheet = _estimate_sprite_sheet_size(split_sheet_preview->get_texture());
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split_sheet_h->set_value(split_sheet.x);
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split_sheet_v->set_value(split_sheet.y);
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split_sheet_size_x->set_value(size.x / split_sheet.x);
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split_sheet_size_y->set_value(size.y / split_sheet.y);
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split_sheet_sep_x->set_value(0);
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split_sheet_sep_y->set_value(0);
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split_sheet_offset_x->set_value(0);
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split_sheet_offset_y->set_value(0);
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updating_split_settings = false;
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frames_selected.clear();
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selected_count = 0;
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last_frame_selected = -1;
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split_sheet_preview->queue_redraw();
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}
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bool SpriteFramesEditor::_matches_background_color(const Color &p_background_color, const Color &p_pixel_color) {
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if ((p_background_color.a == 0 && p_pixel_color.a == 0) || p_background_color.is_equal_approx(p_pixel_color)) {
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return true;
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}
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Color d = p_background_color - p_pixel_color;
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// 0.04f is the threshold for how much a colour can deviate from background colour and still be considered a match. Arrived at through experimentation, can be tweaked.
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return (d.r * d.r) + (d.g * d.g) + (d.b * d.b) + (d.a * d.a) < 0.04f;
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}
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Size2i SpriteFramesEditor::_estimate_sprite_sheet_size(const Ref<Texture2D> p_texture) {
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Ref<Image> image = p_texture->get_image();
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Size2i size = p_texture->get_size();
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Color assumed_background_color = image->get_pixel(0, 0);
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Size2i sheet_size;
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bool previous_line_background = true;
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for (int x = 0; x < size.x; x++) {
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int y = 0;
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while (y < size.y && _matches_background_color(assumed_background_color, image->get_pixel(x, y))) {
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y++;
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}
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bool current_line_background = (y == size.y);
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if (previous_line_background && !current_line_background) {
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sheet_size.x++;
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}
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previous_line_background = current_line_background;
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}
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previous_line_background = true;
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for (int y = 0; y < size.y; y++) {
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int x = 0;
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while (x < size.x && _matches_background_color(assumed_background_color, image->get_pixel(x, y))) {
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x++;
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}
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bool current_line_background = (x == size.x);
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if (previous_line_background && !current_line_background) {
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sheet_size.y++;
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}
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previous_line_background = current_line_background;
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}
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if (sheet_size == Size2i(0, 0) || sheet_size == Size2i(1, 1)) {
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sheet_size = Size2i(4, 4);
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}
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return sheet_size;
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}
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void SpriteFramesEditor::_prepare_sprite_sheet(const String &p_file) {
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Ref<Texture2D> texture = ResourceLoader::load(p_file);
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if (texture.is_null()) {
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@ -530,10 +606,11 @@ void SpriteFramesEditor::_prepare_sprite_sheet(const String &p_file) {
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// Different texture, reset to 4x4.
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dominant_param = PARAM_FRAME_COUNT;
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updating_split_settings = true;
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split_sheet_h->set_value(4);
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split_sheet_v->set_value(4);
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split_sheet_size_x->set_value(size.x / 4);
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split_sheet_size_y->set_value(size.y / 4);
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const Size2i split_sheet = Size2i(4, 4);
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split_sheet_h->set_value(split_sheet.x);
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split_sheet_v->set_value(split_sheet.y);
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split_sheet_size_x->set_value(size.x / split_sheet.x);
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split_sheet_size_y->set_value(size.y / split_sheet.y);
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split_sheet_sep_x->set_value(0);
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split_sheet_sep_y->set_value(0);
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split_sheet_offset_x->set_value(0);
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@ -2290,6 +2367,11 @@ SpriteFramesEditor::SpriteFramesEditor() {
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split_sheet_offset_hb->add_child(split_sheet_offset_vb);
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split_sheet_settings_vb->add_child(split_sheet_offset_hb);
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Button *auto_slice = memnew(Button);
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auto_slice->set_text(TTR("Auto Slice"));
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auto_slice->connect(SceneStringName(pressed), callable_mp(this, &SpriteFramesEditor::_auto_slice_sprite_sheet));
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split_sheet_settings_vb->add_child(auto_slice);
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split_sheet_hb->add_child(split_sheet_settings_vb);
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file_split_sheet = memnew(EditorFileDialog);
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@ -234,6 +234,9 @@ class SpriteFramesEditor : public HSplitContainer {
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _open_sprite_sheet();
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void _auto_slice_sprite_sheet();
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bool _matches_background_color(const Color &p_background_color, const Color &p_pixel_color);
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Size2i _estimate_sprite_sheet_size(const Ref<Texture2D> p_texture);
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void _prepare_sprite_sheet(const String &p_file);
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int _sheet_preview_position_to_frame_index(const Vector2 &p_position);
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void _sheet_preview_draw();
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