public Texture2D GetFinalImage(bool update) { if (!dirty && finalImg != null || !update && finalImg != null) { return(finalImg); } finalImg = UPADrawer.CalculateBlendedTex(layers); finalImg.filterMode = FilterMode.Point; finalImg.Apply(); dirty = false; return(finalImg); }
public Texture2D GetFinalImage(bool update, bool savingAnim = false) { if (!dirty && finalImg != null || !update && finalImg != null) { return(finalImg); } if (savingAnim) { finalImg = UPADrawer.CalculateBlendedTex(layers, UPALayer.BlendMode.NOALPHA); } else { finalImg = UPADrawer.CalculateBlendedTex(layers); } finalImg.filterMode = FilterMode.Point; finalImg.Apply(); dirty = false; return(finalImg); }
// Draw the Pixel Art Editor. // This includes both toolbar and painting area. // TODO: Add comments void OnGUI() { if (window == null) { Init(); } if (CurrentImg == null) { string curImgPath = EditorPrefs.GetString("currentImgPath", ""); if (curImgPath.Length != 0) { CurrentImg = UPASession.OpenImageAtPath(curImgPath); return; } if (GUI.Button(new Rect(window.position.width / 2f - 140, window.position.height / 2f - 25, 130, 50), "New Image")) { UPAImageCreationWindow.Init(); } if (GUI.Button(new Rect(window.position.width / 2f + 10, window.position.height / 2f - 25, 130, 50), "Open Image")) { CurrentImg = UPASession.OpenImage(); return; } return; } // Init the textures correctly, won't cost performance if nothing to load CurrentImg.LoadAllTexsFromMaps(); EditorGUI.DrawRect(window.position, new Color32(30, 30, 30, 255)); #region Event handling Event e = Event.current; //Init event handler //Capture mouse position Vector2 mousePos = e.mousePosition; // If key is pressed if (e.button == 0) { // Mouse buttons if (e.isMouse && mousePos.y > 40 && e.type != EventType.mouseUp) { if (!UPADrawer.GetLayerPanelRect(window.position).Contains(mousePos)) { if (tool == UPATool.Eraser) { CurrentImg.SetPixelByPos(Color.clear, mousePos, CurrentImg.selectedLayer); } else if (tool == UPATool.PaintBrush) { CurrentImg.SetPixelByPos(selectedColor, mousePos, CurrentImg.selectedLayer); } else if (tool == UPATool.BoxBrush) { Debug.Log("TODO: Add Box Brush tool."); } else if (tool == UPATool.ColorPicker) { Vector2 pCoord = CurrentImg.GetPixelCoordinate(mousePos); Color? newColor = CurrentImg.GetBlendedPixel((int)pCoord.x, (int)pCoord.y); if (newColor != null && newColor != Color.clear) { selectedColor = (Color)newColor; } tool = lastTool; } } } // Key down if (e.type == EventType.keyDown) { if (e.keyCode == KeyCode.W) { gridOffsetY += 20f; } if (e.keyCode == KeyCode.S) { gridOffsetY -= 20f; } if (e.keyCode == KeyCode.A) { gridOffsetX += 20f; } if (e.keyCode == KeyCode.D) { gridOffsetX -= 20f; } if (e.keyCode == KeyCode.Alpha1) { tool = UPATool.PaintBrush; } if (e.keyCode == KeyCode.Alpha2) { tool = UPATool.Eraser; } if (e.keyCode == KeyCode.P) { lastTool = tool; tool = UPATool.ColorPicker; } if (e.keyCode == KeyCode.UpArrow) { gridSpacing *= 1.2f; } if (e.keyCode == KeyCode.DownArrow) { gridSpacing *= 0.8f; gridSpacing -= 2; } } if (e.control) { if (lastTool == UPATool.Empty) { lastTool = tool; tool = UPATool.Eraser; } } else if (e.type == EventType.keyUp && e.keyCode == KeyCode.LeftControl) { if (lastTool != UPATool.Empty) { tool = lastTool; lastTool = UPATool.Empty; } } } // TODO: Better way of doing this? // Why does it behave so weirdly with my mac tablet. if (e.type == EventType.scrollWheel) { gridSpacing -= e.delta.y; } #endregion // DRAW IMAGE UPADrawer.DrawImage(CurrentImg); UPADrawer.DrawToolbar(window.position, mousePos); UPADrawer.DrawLayerPanel(window.position); e.Use(); // Release event handler }
// Draw the Pixel Art Editor. // This includes both toolbar and painting area. // TODO: Add comments void OnGUI() { if (window == null) { Init(); } if (CurrentImg == null || CurrentImg.map == null) { string curImgPath = EditorPrefs.GetString("currentImgPath", ""); if (curImgPath.Length != 0) { CurrentImg = UPASession.OpenImageAtPath(curImgPath); return; } if (GUI.Button(new Rect(window.position.width / 2f - 140, window.position.height / 2f - 25, 130, 50), "New Image")) { UPAImageCreationWindow.Init(); } if (GUI.Button(new Rect(window.position.width / 2f + 10, window.position.height / 2f - 25, 130, 50), "Open Image")) { CurrentImg = UPASession.OpenImage(); return; } return; } bool updateRects = false; if (window.position != lastPos) { updateRects = true; } lastPos = window.position; EditorGUI.DrawRect(window.position, new Color32(30, 30, 30, 255)); #region Event handling Event e = Event.current; //Init event handler // If key is pressed if (e.button == 0) { // Mouse buttons if (e.isMouse && e.mousePosition.y > 40) { if (tool == UPATool.Eraser) { CurrentImg.ColorPixel(Color.clear, e.mousePosition); } else if (tool == UPATool.PaintBrush) { CurrentImg.ColorPixel(selectedColor, e.mousePosition); } else if (tool == UPATool.BoxBrush) { Debug.Log("TODO: Add Box Brush tool."); } } // Key down if (e.type == EventType.keyDown) { if (e.keyCode == KeyCode.W) { gridOffsetY += 20f; updateRects = true; } if (e.keyCode == KeyCode.S) { gridOffsetY -= 20f; updateRects = true; } if (e.keyCode == KeyCode.A) { gridOffsetX += 20f; updateRects = true; } if (e.keyCode == KeyCode.D) { gridOffsetX -= 20f; updateRects = true; } if (e.keyCode == KeyCode.Alpha1) { tool = UPATool.PaintBrush; } if (e.keyCode == KeyCode.Alpha2) { tool = UPATool.Eraser; } if (e.keyCode == KeyCode.UpArrow) { gridSpacing *= 1.2f; } if (e.keyCode == KeyCode.DownArrow) { gridSpacing *= 0.8f; } } if (e.control) { if (lastTool == UPATool.Empty) { lastTool = tool; tool = UPATool.Eraser; } } else { if (lastTool != UPATool.Empty) { tool = lastTool; lastTool = UPATool.Empty; } } } // TODO: Better way of doing this? // Why does it behave so weirdly with my mac tablet. if (e.type == EventType.scrollWheel) { gridSpacing -= e.delta.y; } #endregion EditorGUI.DrawRect(CurrentImg.FillRect(), UPADrawer.gridBGColor); // DRAW IMAGE if (UPADrawer.DrawImage(CurrentImg, window.position)) { updateRects = true; } if (UPADrawer.DrawToolbar(window.position)) { updateRects = true; } if (GUI.changed) { updateRects = true; } if (updateRects) { if (CurrentImg != null) { CurrentImg.UpdateRects(); } } e.Use(); // Release event handler }
// Draw the Pixel Art Editor. // This includes both toolbar and painting area. // TODO: Add comments void OnGUI() { if (window == null) { Init(); } if (CurrentImg == null || TemplateImage == null) { Debug.Log("one is null"); string curImgPath = EditorPrefs.GetString("currentAnimationPath", ""); string templateImgPath = EditorPrefs.GetString("templateImgPath", ""); if (curImgPath.Length != 0) { animation = UPASession.OpenAnimationsFromFolder(false, curImgPath); if (animation.Count > 0) { CurrentImg = animation[0]; //CurrentImg.initilizeAlphas(); animationIndex = 0; } } if (templateImgPath.Length != 0) { TemplateImage = UPASession.OpenImageAtPath(templateImgPath, true); TemplateImage.initilizeAlphas(); TemplateImage.loopThroughImage(); } if (CurrentImg == null) { if (GUI.Button(new Rect(window.position.width / 2f - 140, window.position.height / 2f - 25, 130, 50), "Load Animation")) { //UPASession.OpenImage(); animation = UPASession.OpenAnimationsFromFolder(false); CurrentImg.initilizeAlphas(); animationIndex = 0; } } else if (TemplateImage == null) { if (GUI.Button(new Rect(window.position.width / 2f - 140, window.position.height / 2f - 25, 130, 50), "New Template")) { UPAImageCreationWindow.Init(); } if (GUI.Button(new Rect(window.position.width / 2f + 10, window.position.height / 2f - 25, 130, 50), "Open Template")) { TemplateImage = UPASession.OpenFolder(true); TemplateImage.LoadAllTexsFromMaps(); TemplateImage.initilizeAlphas(); TemplateImage.loopThroughImage(); return; } } return; } if (gettingPreviewArmor) { if (GUI.Button(new Rect(window.position.width / 2f, window.position.height / 8f, 130, 50), "Load Head")) { pathDictionary["head"] = EditorUtility.OpenFolderPanel( "Choose Animation Folder", "Assets/Sprites/Armor/Heads/", ""); } if (GUI.Button(new Rect(window.position.width / 2f - 70, window.position.height / 8f + 60, 130, 50), "Load Arms")) { pathDictionary["arms"] = EditorUtility.OpenFolderPanel( "Choose Animation Folder", "Assets/Sprites/Armor/Arms/", ""); } if (GUI.Button(new Rect(window.position.width / 2f + 70, window.position.height / 8f + 60, 130, 50), "Load Body")) { pathDictionary["body"] = EditorUtility.OpenFolderPanel( "Choose Animation Folder", "Assets/Sprites/Armor/Bodies/", ""); } if (GUI.Button(new Rect(window.position.width / 2f, window.position.height / 8f + 120, 130, 50), "Load Legs")) { pathDictionary["legs"] = EditorUtility.OpenFolderPanel( "Choose Animation Folder", "Assets/Sprites/Legs/", ""); } if (GUI.Button(new Rect(window.position.width / 2f + 10, window.position.height / 2f - 25, 130, 50), "Done")) { UPAImage armorTemplate = UPASession.LoadImageTemplate(pathDictionary); //now we have a map to draw things from lets now map the template to each proper layer List <UPAImage> newAnimation = new List <UPAImage>(); foreach (UPAImage img in animation) { UPAImage newImage = UPASession.CreateUPAImage(img.width, img.height); for (int i = 0; i < img.layers.Count; i++) { UPALayer layer = new UPALayer(img.layers[i]); UPALayer templateLayer = armorTemplate.GetLayer(layer.name); if (templateLayer != null) { Debug.Log("layer does not == null!"); foreach (Vector2 key in layer.colorMapDictionary.Keys) { Vector2 value = layer.colorMapDictionary[key]; layer.SetPixel((int)key.x, (int)key.y, templateLayer.GetPixel((int)value.x, (int)value.y)); } } if (i != 0) { newImage.AddLayer(); } newImage.layers[i] = layer; } newAnimation.Add(newImage); } animation = newAnimation; gettingPreviewArmor = false; pathDictionary.Clear(); } return; } // Init the textures correctly, won't cost performance if nothing to load CurrentImg.LoadAllTexsFromMaps(); TemplateImage.LoadAllTexsFromMaps(); EditorGUI.DrawRect(window.position, new Color32(30, 30, 30, 255)); #region Event handling Event e = Event.current; //Init event handler //Capture mouse position Vector2 mousePos = e.mousePosition; // If key is pressed if (e.button == 0) { // Mouse buttons if (e.isMouse && mousePos.y > 40 && e.type != EventType.MouseUp) { if (!UPADrawer.GetLayerPanelRect(window.position).Contains(mousePos)) { if (selectedTool == UPATool.Eraser) { CurrentImg.SetPixelByPos(Color.clear, mousePos, CurrentImg.selectedLayer); } else if (selectedTool == UPATool.PaintBrush) { CurrentImg.SetPixelByPos(selectedColor, mousePos, CurrentImg.selectedLayer); } else if (selectedTool == UPATool.BoxBrush) { Debug.Log("TODO: Add Box Brush tool."); } else if (selectedTool == UPATool.ColorPicker) { Vector2 pCoord = CurrentImg.GetPixelCoordinate(mousePos); Color? newColor = CurrentImg.GetBlendedPixel((int)pCoord.x, (int)pCoord.y); if (newColor != null && newColor != Color.clear) { selectedColor = (Color)newColor; } selectedTool = lastTool; } else if (selectedTool == UPATool.Map) { CurrentImg.mapPixelByPos(mousePos, TemplateImage.currentPixelPosition); } } } // Key down if (e.type == EventType.KeyDown) { if (e.keyCode == KeyCode.W) { changeLayer(1); } if (e.keyCode == KeyCode.S) { changeLayer(-1); } if (e.keyCode == KeyCode.A) { TemplateImage.focusPixel(-1); } if (e.keyCode == KeyCode.D) { TemplateImage.focusPixel(1); } if (e.keyCode == KeyCode.Alpha1) { selectedTool = UPATool.PaintBrush; } if (e.keyCode == KeyCode.Alpha2) { selectedTool = UPATool.Eraser; } if (e.keyCode == KeyCode.P) { lastTool = selectedTool; selectedTool = UPATool.ColorPicker; } if (e.keyCode == KeyCode.UpArrow) { CurrentImg.layers[0].setAlpha(true); } if (e.keyCode == KeyCode.DownArrow) { CurrentImg.layers[0].setAlpha(false); } if (e.keyCode == KeyCode.LeftArrow) { changeFrame(-1); } if (e.keyCode == KeyCode.RightArrow) { changeFrame(1); } } if (e.control) { if (lastTool == UPATool.Empty) { lastTool = selectedTool; selectedTool = UPATool.Eraser; } } else if (e.type == EventType.KeyUp && e.keyCode == KeyCode.LeftControl) { if (lastTool != UPATool.Empty) { selectedTool = lastTool; lastTool = UPATool.Empty; } } } // TODO: Better way of doing this? // Why does it behave so weirdly with my mac tablet. if (e.type == EventType.ScrollWheel) { gridSpacing -= e.delta.y; } #endregion // DRAW IMAGE UPADrawer.DrawImage(CurrentImg, false); //Test draw another image UPADrawer.DrawImage(TemplateImage, true); UPADrawer.DrawToolbar(window.position, mousePos); UPADrawer.DrawLayerPanel(window.position); UPADrawer.DrawFramePanel(window.position); e.Use(); // Release event handler }