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added aseprite script for populating the data texture atlas

This commit is contained in:
Ellpeck 2020-07-24 17:50:25 +02:00
parent e28c39501e
commit dddcb664d7
2 changed files with 43 additions and 0 deletions

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@ -11,6 +11,8 @@ namespace MLEM.Textures {
/// <summary>
/// This class represents an atlas of <see cref="TextureRegion"/> objects which are loaded from a special texture atlas file.
/// To load a data texture atlas, you can use <see cref="DataTextureAtlasExtensions.LoadTextureAtlas"/>.
/// 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"/>.
/// 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"/>
/// </summary>
public class DataTextureAtlas {

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@ -0,0 +1,41 @@
-- This is a lua script for Aseprite that allows automatically populating a MLEM Data Texture Atlas.
-- To use this script, you need to select a rectangular area that should be your texture region.
-- If you want a custom pivot point, you also need to un-select exactly one pixel, the pivot point.
-- When you then execute the script and input the name of the texture region, it gets appended to the "SpriteName.atlas" file.
-- get the currently selected sprite
local selection = app.activeSprite.selection
if selection == nil then return end
local bounds = selection.bounds
local loc = "loc "..bounds.x.." "..bounds.y.." "..bounds.width.." "..bounds.height.."\n"
local piv = ""
-- find the pivot point, which should be the only de-selected pixel in the selection
for x = bounds.x, bounds.x + bounds.width - 1 do
for y = bounds.y, bounds.y + bounds.height - 1 do
if not selection:contains(x, y) then
piv = "piv "..x.." "..y.."\n"
goto foundPivot
end
end
end
::foundPivot::
-- open the name dialog
local dialog = Dialog("Copy Texture Atlas Data")
:entry{ id = "name", label = "Region Name", focus = true }
:button{ id = "ok", text="&OK" }
:button{ text = "&Cancel" }
dialog:show()
local data = dialog.data
if not data.ok then return end
local name = data.name
-- get the atlas file and write the data to it
local spriteFile = app.activeSprite.filename
local atlas = spriteFile:match("(.+)%..+")..".atlas"
local file = io.open(atlas, "a")
file:write("\n"..name.."\n"..loc..piv)
file:close()