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code-palette-panel.lua
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code-palette-panel.lua
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--[[
Pixel Vision 8 - Draw Tool
Copyright (C) 2017, Pixel Vision 8 (http://pixelvision8.com)
Created by Jesse Freeman (@jessefreeman)
Please do not copy and distribute verbatim copies
of this license document, but modifications without
distributing is allowed.
]]--
local palettePanelID = "PalettePanelUI"
local flagPanelID = "FlagPanelUI"
function TilemapTool:CreatePalettePanel()
local pickerRect = {x = 184, y = 24, w = 64, h = 16}
-- TODO setting the total to 0
self.paletteColorPickerData = pixelVisionOS:CreateColorPicker(
pickerRect,
{x = 8, y = 8},
pixelVisionOS.totalPaletteColors,
16, -- Total per page
8, -- Max pages
pixelVisionOS.colorOffset + 128,
"itempicker",
"palette color",
false,
true,
false
)
self.paletteColorPickerData.onDrawColor = function(data, id, x, y)
if(id < data.total and (id % data.totalPerPage) < data.visiblePerPage) then
local colorID = id + data.altColorOffset
if(Color(colorID) == pixelVisionOS.maskColor) then
data.canvas.DrawSprites(emptymaskcolor.spriteIDs, x, y, emptymaskcolor.width, false, false)
else
data.canvas.Clear(colorID, x, y, data.itemSize.x, data.itemSize.y)
end
else
data.canvas.DrawSprites(emptycolor.spriteIDs, x, y, emptycolor.width, false, false)
end
end
pixelVisionOS:ColorPickerVisiblePerPage(self.paletteColorPickerData, pixelVisionOS.colorsPerSprite)
pixelVisionOS:RebuildColorPickerCache(self.paletteColorPickerData)
self.paletteColorPickerData.visiblePerPage = pixelVisionOS.paletteColorsPerPage
-- Wire up the picker to change the color offset of the sprite picker
self.paletteColorPickerData.onPageAction = function(value)
--if(usePalettes == true) then
-- Calculate the new color offset
local newColorOffset = pixelVisionOS.colorOffset + pixelVisionOS.totalPaletteColors + ((value - 1) * 16)
-- Update the sprite picker color offset
-- self.spritePickerData.colorOffset = newColorOffset
pixelVisionOS:ChangeItemPickerColorOffset(self.spritePickerData, newColorOffset)
self.tilePickerData.paintColorOffset = ((value - 1) * 16) + 128
self:ApplyTilePalette()
--end
end
paletteButton = editorUI:CreateButton(pickerRect, nil, "Apply color palette")
paletteButton.onAction = function()self:ApplyTilePalette() end
self.flagPicker = editorUI:CreatePicker(
pickerRect,
8,
8,
16,
"flagpicker",
"Pick a flag"
)
table.insert(self.enabledUI, self.flagPicker)
self.flagPicker.onAction = function(value)
pixelVisionOS:ChangeTilemapPaintFlag(self.tilePickerData, value, toolMode ~= 1 and toolMode ~= 3)
end
--pixelVisionOS:CanvasBrushColor(self.canvasData, value)
-- TODO this should be triggered by the mode
--self:ShowPalette()
end
function TilemapTool:ShowPalette()
pixelVisionOS:RegisterUI({name = palettePanelID}, "UpdatePalette", self)
end
function TilemapTool:HidePalette()
pixelVisionOS:RemoveUI(palettePanelID)
end
function TilemapTool:ShowFlags()
local startX = 176 + 8
local startY = 24
local columns = 8
local total = 16
for i = 1, total do
local pos = CalculatePosition(i - 1, columns)
local spriteData = _G["flag".. i .. "small"]
-- print("Flag Sprite", spriteData ~= nil)
if(spriteData ~= nil) then
DrawSprites(
spriteData.spriteIDs,
(pos.x * 8) + startX,
(pos.y * 8) + startY,
spriteData.width,
false,
false,
DrawMode.TilemapCache
)
end
end
local pageSprites = {
_G["pagebuttonempty"],
_G["pagebuttonempty"],
_G["pagebuttonempty"],
_G["pagebuttonempty"],
_G["pagebuttonempty"],
_G["pagebuttonempty"],
_G["pagebuttonempty"],
_G["pagebutton1selectedup"],
}
startX = 184
startY = 40
for i = 1, #pageSprites do
local spriteData = pageSprites[i]
DrawSprites(spriteData.spriteIDs, startX + ((i - 1) * 8), startY, spriteData.width, false, false, DrawMode.TilemapCache)
end
pixelVisionOS:RegisterUI({name = flagPanelID}, "UpdateFlags", self)
end
function TilemapTool:HideFlags()
pixelVisionOS:RemoveUI(flagPanelID)
end
function TilemapTool:UpdatePalette()
editorUI:UpdateButton(paletteButton)
pixelVisionOS:UpdateColorPicker(self.paletteColorPickerData)
end
function TilemapTool:UpdateFlags()
editorUI:UpdatePicker(self.flagPicker)
-- TODO this should only happen when the flag picker is in focus
local over = editorUI:CalculatePickerPosition(self.flagPicker)
self.flagPicker.toolTip = "Select flag " .. CalculateIndex(over.x, over.y, self.flagPicker.columns) .."."
end
--
--function TilemapTool:DrawFlagPage()
--
-- local startX = 176 + 8
-- local startY = 24
--
-- local columns = 8
--
-- local total = 16
--
-- for i = 1, total do
--
-- local pos = CalculatePosition(i - 1, columns)
--
-- local spriteData = _G["flag".. i .. "small"]
-- -- print("Flag Sprite", spriteData ~= nil)
-- if(spriteData ~= nil) then
--
-- DrawSprites(
-- spriteData.spriteIDs,
-- (pos.x * 8) + startX,
-- (pos.y * 8) + startY,
-- spriteData.width,
-- false,
-- false,
-- DrawMode.TilemapCache
-- )
--
-- end
--
-- end
--
-- local pageSprites = {
-- _G["pagebuttonempty"],
-- _G["pagebuttonempty"],
-- _G["pagebuttonempty"],
-- _G["pagebuttonempty"],
-- _G["pagebuttonempty"],
-- _G["pagebuttonempty"],
-- _G["pagebuttonempty"],
-- _G["pagebutton1selectedup"],
-- }
--
-- startX = 184
-- startY = 40
--
-- for i = 1, #pageSprites do
-- local spriteData = pageSprites[i]
-- DrawSprites(spriteData.spriteIDs, startX + ((i - 1) * 8), startY, spriteData.width, false, false, DrawMode.TilemapCache)
-- end
--
--
--end