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code-sprite-panel.lua
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code-sprite-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 spritePanelID = "SpritePanelUI"
function DrawTool:CreateSpritePanel()
self.colorLayerTime = 0
self.colorLayerDelay = 500
self.showIsolatedColor = false
self.selectionSizes = {
{x = 1, y = 1, scale = 16},
{x = 1, y = 2, scale = 8},
{x = 2, y = 1, scale = 8},
{x = 2, y = 2, scale = 8},
-- {x = 3, y = 3, scale = 4},
{x = 4, y = 4, scale = 4}
}
self:ConfigureSpritePickerSelector(1)
self.newPos = NewPoint()
-- self.posScale = 1
-- Get sprite texture dimensions
local totalSprites = gameEditor:TotalSprites()
-- This is fixed size at 16 cols (128 pixels wide)
local spriteColumns = 16
local spriteRows = math.ceil(totalSprites / 16)
self.spritePickerData = pixelVisionOS:CreateSpritePicker(
{x = 176, y = 32, w = 64, h = 128 },
{x = 8, y = 8},
spriteColumns,
spriteRows,
pixelVisionOS.colorOffset,
"spritepicker",
"Pick a sprite",
true,
"SpritePicker"
)
-- Shift the picker color back for the selection
self.spritePickerData.picker.colorOffser = PaletteOffset( 0 )
self.spritePickerData.picker.borderOffset = 8
self.spritePickerData.onAction = function(value) self:ChangeSpriteID(value) end
self.spritePickerData.onDropTarget = function(src, dest) self:OnSpritePickerDrop(src, dest) end
self.spriteIDInputData = editorUI:CreateInputField({x = 176, y = 208, w = 32}, "0", "The ID of the currently selected sprite.", "number")
self.spriteIDInputData.min = 0
self.spriteIDInputData.max = gameEditor:TotalSprites() - 1
self.spriteIDInputData.onAction = function(value) self:ChangeSpriteID(value) end
self.spriteMode = 0
self.maxSpriteSize = #self.selectionSizes
-- Create size button
self.sizeBtnData = editorUI:CreateButton({x = 224, y = 200}, "spritemode1x1", "Pick the sprite size.")
self.sizeBtnData.onAction = function() self:OnNextSpriteSize() end
pixelVisionOS:RegisterUI({name = spritePanelID}, "UpdateSpritePanel", self)
end
function DrawTool:UpdateSpritePanel()
pixelVisionOS:UpdateSpritePicker(self.spritePickerData)
editorUI:UpdateInputField(self.spriteIDInputData)
editorUI:UpdateButton(self.sizeBtnData)
-- TODO need to check if the sprite panel is in focus
if(pixelVisionOS.editingInputField ~= true and self.selectionMode == SpriteMode) then
-- Change the scale
if(Key(Keys.OemMinus, InputState.Released) and self.spriteMode > 1) then
self:OnNextSpriteSize(true)
elseif(Key(Keys.OemPlus, InputState.Released) and self.spriteMode < self.maxSpriteSize) then
self:OnNextSpriteSize()
end
-- Create a new point to see if we need to change the sprite position
self.newPos.X = 0
self.newPos.Y = 0
-- Offset the new position by the direction button
if(Key(Keys.Up, InputState.Released)) then
self.newPos.y = -1 * self.selectionSize.y
elseif(Key(Keys.Right, InputState.Released)) then
self.newPos.x = 1 * self.selectionSize.x
elseif(Key(Keys.Down, InputState.Released)) then
self.newPos.y = 1 * self.selectionSize.y
elseif(Key(Keys.Left, InputState.Released)) then
self.newPos.x = -1 * self.selectionSize.x
end
-- Test to see if the new position has changed
if(self.newPos.x ~= 0 or self.newPos.y ~= 0) then
local curPos = CalculatePosition(self.panelInFocus.currentSelection, self.panelInFocus.columns)
self.newPos.x = Clamp(curPos.x + self.newPos.x, 0, self.panelInFocus.columns - 1)
self.newPos.y = Clamp(curPos.y + self.newPos.y, 0, self.panelInFocus.rows - 1)
local newIndex = CalculateIndex(self.newPos.x, self.newPos.y, self.panelInFocus.columns)
self:ChangeSpriteID(newIndex)
end
end
if(self.lastSpriteOffset ~= self.spritePickerData.colorOffset) then
self.lastSpriteOffset = self.spritePickerData.colorOffset
self.offsetDisplayText = string.format("OFFSET %03d", self.lastSpriteOffset - pixelVisionOS.colorOffset)
end
-- DrawText( )
DrawText(self.offsetDisplayText, 172, 224-2, DrawMode.Sprite, "medium", 6, -4)
if(self.lastSpriteSize ~= self.selectionSizes[self.spriteMode]) then
self.lastSpriteSize = self.selectionSizes[self.spriteMode]
self.sizeDisplayText = string.format("%02dx%02d", self.lastSpriteSize.x * editorUI.spriteSize.x, self.lastSpriteSize.y * editorUI.spriteSize.y)
end
DrawText(self.sizeDisplayText, 224-2, 224-2, DrawMode.Sprite, "medium", 6, -4 )
end
function DrawTool:OnNextSpriteSize(reverse)
-- Loop backwards through the button sizes
if(Key(Keys.LeftShift) or reverse == true) then
self.spriteMode = self.spriteMode - 1
if(self.spriteMode < 1) then
self.spriteMode = #self.selectionSizes
end
else
self.spriteMode = self.spriteMode + 1
if(self.spriteMode > #self.selectionSizes) then
self.spriteMode = 1
end
end
-- Find the next sprite for the button
local spriteName = "spritemode"..self.selectionSizes[self.spriteMode].x.."x" .. self.selectionSizes[self.spriteMode].y
-- Change sprite button graphic
self.sizeBtnData.cachedMetaSpriteIds = {
up = FindMetaSpriteId(spriteName .. "up"),
down = FindMetaSpriteId(spriteName .. "down") ~= -1 and FindMetaSpriteId(spriteName .. "down") or FindMetaSpriteId(spriteName .. "selectedup"),
over = FindMetaSpriteId(spriteName .. "over"),
selectedup = FindMetaSpriteId(spriteName .. "selectedup"),
selectedover = FindMetaSpriteId(spriteName .. "selectedover"),
selecteddown = FindMetaSpriteId(spriteName .. "selecteddown") ~= -1 and FindMetaSpriteId(spriteName .. "selecteddown") or FindMetaSpriteId(spriteName .. "selectedover"),
disabled = FindMetaSpriteId(spriteName .. "disabled"),
empty = FindMetaSpriteId(spriteName .. "empty") -- used to clear the sprites
}
self:ConfigureSpritePickerSelector(self.spriteMode)
editorUI:Invalidate(self.sizeBtnData)
-- -- TODO need to rewire this
pixelVisionOS:ChangeCanvasPixelSize(self.canvasData, self.selectionSizes[self.spriteMode].scale)
-- -- -- Force the sprite editor to update to the new selection from the sprite picker
-- self:ChangeSpriteID(self.spritePickerData.currentSelection)
end
function DrawTool:ConfigureSpritePickerSelector(size)
self.selectionSize = self.selectionSizes[size]
local x = self.selectionSize.x
local y = self.selectionSize.y
local spriteName = "selection"..x.."x" .. y
-- print(self.spritePickerData.cachedMetaSpriteIds)
-- _G["spritepickerover"] = {spriteIDs = _G[spriteName .. "over"].spriteIDs, width = _G[spriteName .. "over"].width, colorOffset = 0}
-- local state = self.selectionMode == SpriteMode and "selected" or "over"
-- _G["spritepickerselectedup"] = {spriteIDs = _G[spriteName .. "selected"].spriteIDs, width = _G[spriteName .. "selected"].width, colorOffset = 0}
pixelVisionOS:ChangeItemPickerScale(self.spritePickerData, size, self.selectionSize)
end
function DrawTool:ChangeSpriteID(value)
-- print("value", value)
-- Need to convert the text into a number
value = tonumber(value)
pixelVisionOS:SelectSpritePickerIndex(self.spritePickerData, value, false)
editorUI:ChangeInputField(self.spriteIDInputData, self.spritePickerData.currentSelection, false)
-- -- -- ClearHistory()
self:UpdateCanvas(self.spritePickerData.currentSelection)
self.spritePickerData.dragging = false
self:ForcePickerFocus(self.spritePickerData)
-- -- -- Update the input field
editorUI:ChangeInputField(self.spriteIDInputData, value, false)
self:UpdateCanvas(value)
if(self.mode ~= SpriteMode) then
self:ChangeEditMode(SpriteMode)
end
end
function DrawTool:OnSpritePickerDrop(src, dest)
if(dest.inDragArea == false) then
return
end
-- If the src and the dest are the same, we want to swap colors
if(src.name == dest.name) then
-- Get the source color ID
local srcSpriteID = src.pressSelection.index
-- Exit this swap if there is no src selection
if(srcSpriteID == nil) then
return
end
-- Get the destination color ID
local destSpriteID = pixelVisionOS:CalculateItemPickerPosition(src).index
-- Make sure the colors are not the same
if(srcSpriteID ~= destSpriteID) then
-- Need to shift src and dest ids based onthe color offset
-- local realSrcID = srcSpriteID-- + systemColorPickerData.colorOffset
-- local realDestID = destSpriteID-- + systemColorPickerData.colorOffset
-- TODO need to account for the scroll offset?
-- print("Swap sprite", srcSpriteID, destSpriteID)
local selection = self.selectionSizes[self.spriteMode]
self:BeginUndo(self)
local srcSprite = gameEditor:ReadGameSpriteData(srcSpriteID, selection.x, selection.y)
local destSprite = gameEditor:ReadGameSpriteData(destSpriteID, selection.x, selection.y)
-- TODO need to track the switch for undo
-- Swap the sprite in the tool's color memory
gameEditor:WriteSpriteData(srcSpriteID, destSprite, selection.x, selection.y)
gameEditor:WriteSpriteData(destSpriteID, srcSprite, selection.x, selection.y)
-- Update the pixel data in the spritePicker
local itemSizeX = selection.x * 8
local itemSizeY = selection.y * 8
pixelVisionOS:UpdateItemPickerPixelDataAt(self.spritePickerData, srcSpriteID, destSprite, itemSizeX, itemSizeY)
pixelVisionOS:UpdateItemPickerPixelDataAt(self.spritePickerData, destSpriteID, srcSprite, itemSizeX, itemSizeY)
pixelVisionOS:InvalidateItemPickerDisplay(src)
self:EndUndo()
-- ChangeSpriteID(destSpriteID)
self:InvalidateData()
end
elseif(src.name == self.systemColorPickerData.name and self.changingColorIndex ~= true) then
-- Get the current color
-- local colorOffset = src.pressSelection.index
pixelVisionOS:ChangeItemPickerColorOffset(dest, src.pressSelection.index + pixelVisionOS.colorOffset)
elseif(src.name == self.paletteColorPickerData.name) then
-- Get the current color
local colorOffset = pixelVisionOS.colorOffset + pixelVisionOS.totalPaletteColors + (((src.pages.currentSelection - 1) * 16) + src.picker.selected)
pixelVisionOS:ChangeItemPickerColorOffset(dest, colorOffset)
end
end