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added aseprite script for populating the data texture atlas
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@ -11,6 +11,8 @@ namespace MLEM.Textures {
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/// <summary>
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/// This class represents an atlas of <see cref="TextureRegion"/> objects which are loaded from a special texture atlas file.
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/// To load a data texture atlas, you can use <see cref="DataTextureAtlasExtensions.LoadTextureAtlas"/>.
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/// To see the structure of a Data Texture Atlas, you can check out the sandbox project: <see href="https://github.com/Ellpeck/MLEM/blob/master/Sandbox/Content/Textures/Furniture.atlas"/>.
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/// Additionally, if you are using Aseprite, there is a script to automatically populate it: <see href="https://github.com/Ellpeck/MLEM/blob/master/Utilities/Populate%20Data%20Texture%20Atlas.lua"/>
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/// </summary>
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public class DataTextureAtlas {
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41
Utilities/Populate Data Texture Atlas.lua
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41
Utilities/Populate Data Texture Atlas.lua
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@ -0,0 +1,41 @@
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-- This is a lua script for Aseprite that allows automatically populating a MLEM 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("Copy Texture Atlas Data")
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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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