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removed utility scripts
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3 changed files with 1 additions and 87 deletions
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@ -31,7 +31,7 @@ namespace MLEM.Data {
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/// </summary>
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/// <remarks>
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/// To see a Data Texture Atlas in action, you can check out the sandbox project: https://github.com/Ellpeck/MLEM/blob/main/Sandbox/Content/Textures/Furniture.atlas.
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/// Additionally, if you are using Aseprite, there is a script to automatically populate it: https://github.com/Ellpeck/MLEM/blob/main/Utilities/Populate%20Data%20Texture%20Atlas.lua.
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/// Additionally, if you are using Aseprite, there is a script to automatically populate it: https://gist.github.com/Ellpeck/e597c1412465c10f41a42050ec117ea2.
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/// </remarks>
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public class DataTextureAtlas {
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@ -1,45 +0,0 @@
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"""
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This script prints out a <CharacterRegions> xml element that contains efficiently calculated regions for
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all of the font's supported unicode characters. Pass the font file (not the spritefont xml) as an argument.
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This script requires FontTools. Install using: pip install fonttools
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"""
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""" The amount of characters that can be missing in a sequence to still put them in one region """
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leeway = 0
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from fontTools.ttLib import TTFont
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from sys import argv
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def print_region(start, end):
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print(f" <CharacterRegion>")
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print(f" <Start>&#{start};</Start>")
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print(f" <End>&#{end};</End>")
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print(f" </CharacterRegion>")
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# get all supported characters and sort them
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ttf = TTFont(argv[1])
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chars = list(set(y[0] for x in ttf["cmap"].tables for y in x.cmap.items()))
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chars.sort()
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ttf.close()
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# split them into regions based on the leeway
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start = -1
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last = 0
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total = 0
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print("<CharacterRegions>")
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for char in chars:
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if char - last > leeway + 1:
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if start != -1:
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print_region(start, last)
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total += last - start + 1
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start = char
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last = char
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# print the remaining region
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print_region(start, last)
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total += last - start + 1
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print("</CharacterRegions>")
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print(f"The font contains {len(chars)} characters")
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print(f"The spritefont will contain {total} characters")
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@ -1,41 +0,0 @@
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-- This is a lua script for Aseprite that allows automatically populating a MLEM.Data Data Texture Atlas.
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-- To use this script, you need to select a rectangular area that should be your texture region.
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-- If you want a custom pivot point, you also need to un-select exactly one pixel, the pivot point.
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-- When you then execute the script and input the name of the texture region, it gets appended to the "SpriteName.atlas" file.
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-- get the currently selected sprite
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local selection = app.activeSprite.selection
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if selection == nil then return end
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local bounds = selection.bounds
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local loc = "loc "..bounds.x.." "..bounds.y.." "..bounds.width.." "..bounds.height.."\n"
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local piv = ""
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-- find the pivot point, which should be the only de-selected pixel in the selection
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for x = bounds.x, bounds.x + bounds.width - 1 do
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for y = bounds.y, bounds.y + bounds.height - 1 do
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if not selection:contains(x, y) then
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piv = "piv "..x.." "..y.."\n"
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goto foundPivot
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end
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end
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end
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::foundPivot::
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-- open the name dialog
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local dialog = Dialog("Populate Data Texture Atlas")
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:entry{ id = "name", label = "Region Name", focus = true }
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:button{ id = "ok", text="&OK" }
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:button{ text = "&Cancel" }
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dialog:show()
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local data = dialog.data
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if not data.ok then return end
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local name = data.name
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-- get the atlas file and write the data to it
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local spriteFile = app.activeSprite.filename
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local atlas = spriteFile:match("(.+)%..+")..".atlas"
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local file = io.open(atlas, "a")
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file:write("\n"..name.."\n"..loc..piv)
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file:close()
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