Split spritesheet, add sort functionality

This commit is contained in:
Dennis Postma 2025-04-06 02:21:26 +02:00
parent 335bc03218
commit 08bb5ebc91
5 changed files with 582 additions and 31 deletions

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@ -1,6 +1,11 @@
All notable changes to this project will be documented in this file.
## [1.0.1] - 2025-04-06
## [1.2.0] - 2025-04-06
### Added
- Import and split existing spritesheet functionality
## [1.1.0] - 2025-04-06
### Added
- 📝 Help modal with instructions and tips

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@ -64,7 +64,7 @@
</button>
</div>
<sprite-canvas :sprites="sprites" :columns="columns" @update-sprite="updateSpritePosition" />
<sprite-canvas :sprites="sprites" :columns="columns" @update-sprite="updateSpritePosition" @update-sprite-cell="updateSpriteCell" />
</div>
</div>
</div>
@ -74,6 +74,7 @@
</Modal>
<HelpModal :is-open="isHelpModalOpen" @close="closeHelpModal" />
<SpritesheetSplitter :is-open="isSpritesheetSplitterOpen" :image-url="spritesheetImageUrl" :image-file="spritesheetImageFile" @close="closeSpritesheetSplitter" @split="handleSplitSpritesheet" />
</div>
</template>
@ -84,6 +85,7 @@
import Modal from './components/utilities/Modal.vue';
import SpritePreview from './components/SpritePreview.vue';
import HelpModal from './components/HelpModal.vue';
import SpritesheetSplitter from './components/SpritesheetSplitter.vue';
interface Sprite {
id: string;
@ -100,7 +102,10 @@
const columns = ref(4);
const isPreviewModalOpen = ref(false);
const isHelpModalOpen = ref(false);
const isSpritesheetSplitterOpen = ref(false);
const jsonFileInput = ref<HTMLInputElement | null>(null);
const spritesheetImageUrl = ref('');
const spritesheetImageFile = ref<File | null>(null);
const handleSpritesUpload = (files: File[]) => {
// Check if any of the files is a JSON file
@ -112,7 +117,40 @@
return;
}
// Otherwise, process as normal image files
// Check if it's a single image file that might be a spritesheet
if (files.length === 1 && files[0].type.startsWith('image/')) {
const file = files[0];
const url = URL.createObjectURL(file);
// Load the image to check its dimensions
const img = new Image();
img.onload = () => {
// If the image is large enough, it might be a spritesheet
// This is a simple heuristic - we can improve it later
if (img.width > 200 && img.height > 200) {
// Ask the user if they want to split the spritesheet
if (confirm('This looks like it might be a spritesheet. Would you like to split it into individual sprites?')) {
// Open the spritesheet splitter
spritesheetImageUrl.value = url;
spritesheetImageFile.value = file;
isSpritesheetSplitterOpen.value = true;
return;
}
}
// If the user doesn't want to split or it's not large enough, process as a single sprite
processImageFiles([file]);
};
img.src = url;
return;
}
// Process multiple image files normally
processImageFiles(files);
};
// Extract the image processing logic to a separate function for reuse
const processImageFiles = (files: File[]) => {
Promise.all(
files.map(file => {
return new Promise<Sprite>(resolve => {
@ -211,6 +249,23 @@
isHelpModalOpen.value = false;
};
// Spritesheet splitter modal control
const closeSpritesheetSplitter = () => {
isSpritesheetSplitterOpen.value = false;
// Clean up the URL object to prevent memory leaks
if (spritesheetImageUrl.value) {
URL.revokeObjectURL(spritesheetImageUrl.value);
spritesheetImageUrl.value = '';
}
spritesheetImageFile.value = null;
};
// Handle the split spritesheet result
const handleSplitSpritesheet = (files: File[]) => {
// Process the split sprite files
processImageFiles(files);
};
// Export spritesheet as JSON with base64 images
const exportSpritesheetJSON = async () => {
if (sprites.value.length === 0) return;
@ -380,4 +435,22 @@
return { ...sprite, x, y };
});
};
const updateSpriteCell = (id: string, newIndex: number) => {
// Find the current index of the sprite
const currentIndex = sprites.value.findIndex(sprite => sprite.id === id);
if (currentIndex === -1) return;
// Create a new sprites array
const newSprites = [...sprites.value];
// Remove the sprite from its current position
const [movedSprite] = newSprites.splice(currentIndex, 1);
// Insert the sprite at the new position
newSprites.splice(newIndex, 0, movedSprite);
// Update the sprites array
sprites.value = newSprites;
};
</script>

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@ -32,6 +32,7 @@
<h4 class="mt-6 mb-3 text-lg font-medium text-gray-900">How to use:</h4>
<ol class="list-decimal pl-6 space-y-2 mb-4">
<li>Upload your sprite images by dragging and dropping them or clicking the upload area</li>
<li>If you upload a single large image, you'll be asked if you want to split it into individual sprites</li>
<li>Arrange your sprites by dragging them to the desired position</li>
<li>Adjust the number of columns to change the layout</li>
<li>Preview your animation using the "Preview Animation" button</li>
@ -41,6 +42,8 @@
<h4 class="mt-6 mb-3 text-lg font-medium text-gray-900">Tips:</h4>
<ul class="list-disc pl-6 space-y-2">
<li>For best results, use sprites with consistent dimensions</li>
<li>When uploading a spritesheet, you can split it automatically into individual sprites</li>
<li>The spritesheet splitter allows you to specify rows and columns or try auto-detection</li>
<li>The preview animation plays frames in the order they appear in the spritesheet (left to right, top to bottom)</li>
<li>You can adjust the animation speed in the preview window</li>
<li>The tool works entirely in your browser - no files are uploaded to any server</li>

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@ -1,9 +1,15 @@
<template>
<div class="space-y-4">
<div class="flex justify-between items-center">
<div class="flex items-center">
<input id="pixel-perfect" type="checkbox" v-model="settingsStore.pixelPerfect" class="mr-2" @change="drawCanvas" />
<label for="pixel-perfect">Pixel perfect rendering (for pixel art)</label>
<div class="flex items-center gap-4">
<div class="flex items-center">
<input id="pixel-perfect" type="checkbox" v-model="settingsStore.pixelPerfect" class="mr-2" @change="drawCanvas" />
<label for="pixel-perfect">Pixel perfect rendering (for pixel art)</label>
</div>
<div class="flex items-center">
<input id="allow-cell-swap" type="checkbox" v-model="allowCellSwap" class="mr-2" />
<label for="allow-cell-swap">Allow moving between cells</label>
</div>
</div>
</div>
@ -26,6 +32,12 @@
y: number;
}
interface CellPosition {
col: number;
row: number;
index: number;
}
const props = defineProps<{
sprites: Sprite[];
columns: number;
@ -33,6 +45,7 @@
const emit = defineEmits<{
(e: 'updateSprite', id: string, x: number, y: number): void;
(e: 'updateSpriteCell', id: string, newIndex: number): void;
}>();
// Get settings from store
@ -41,12 +54,20 @@
const canvasRef = ref<HTMLCanvasElement | null>(null);
const ctx = ref<CanvasRenderingContext2D | null>(null);
// Dragging state
// State for tracking drag operations
const isDragging = ref(false);
const activeSpriteId = ref<string | null>(null);
const activeSpriteCellIndex = ref<number | null>(null);
const dragStartX = ref(0);
const dragStartY = ref(0);
const spritePosBeforeDrag = ref({ x: 0, y: 0 });
const dragOffsetX = ref(0);
const dragOffsetY = ref(0);
const allowCellSwap = ref(false);
const currentHoverCell = ref<CellPosition | null>(null);
// Visual feedback refs
const ghostSprite = ref<{ id: string; x: number; y: number } | null>(null);
const highlightCell = ref<CellPosition | null>(null);
const spritePositions = computed(() => {
if (!canvasRef.value) return [];
@ -67,6 +88,9 @@
height: sprite.height,
maxWidth,
maxHeight,
col,
row,
index,
};
});
});
@ -80,7 +104,8 @@
maxHeight = Math.max(maxHeight, sprite.height);
});
return { maxWidth, maxHeight };
// Add some padding to ensure sprites have room to move
return { maxWidth: maxWidth, maxHeight: maxHeight };
};
const startDrag = (event: MouseEvent) => {
@ -94,23 +119,47 @@
const mouseY = (event.clientY - rect.top) * scaleY;
const clickedSprite = findSpriteAtPosition(mouseX, mouseY);
if (clickedSprite) {
isDragging.value = true;
activeSpriteId.value = clickedSprite.id;
dragStartX.value = mouseX;
dragStartY.value = mouseY;
// Find current sprite position
const sprite = props.sprites.find(s => s.id === clickedSprite.id);
if (sprite) {
spritePosBeforeDrag.value = { x: sprite.x, y: sprite.y };
// Find the sprite's position to calculate offset from mouse to sprite origin
const spritePosition = spritePositions.value.find(pos => pos.id === clickedSprite.id);
if (spritePosition) {
dragOffsetX.value = mouseX - spritePosition.canvasX;
dragOffsetY.value = mouseY - spritePosition.canvasY;
activeSpriteCellIndex.value = spritePosition.index;
// Store the starting cell position
const startCell = findCellAtPosition(mouseX, mouseY);
if (startCell) {
currentHoverCell.value = startCell;
highlightCell.value = null; // No highlight at the start
}
}
}
};
const findCellAtPosition = (x: number, y: number): CellPosition | null => {
const { maxWidth, maxHeight } = calculateMaxDimensions();
const col = Math.floor(x / maxWidth);
const row = Math.floor(y / maxHeight);
// Check if the cell position is valid
const totalRows = Math.ceil(props.sprites.length / props.columns);
if (col >= 0 && col < props.columns && row >= 0 && row < totalRows) {
const index = row * props.columns + col;
if (index < props.sprites.length) {
return { col, row, index };
}
}
return null;
};
const drag = (event: MouseEvent) => {
if (!isDragging.value || !activeSpriteId.value || !canvasRef.value) return;
if (!isDragging.value || !activeSpriteId.value || !canvasRef.value || activeSpriteCellIndex.value === null) return;
const rect = canvasRef.value.getBoundingClientRect();
const scaleX = canvasRef.value.width / rect.width;
@ -119,50 +168,101 @@
const mouseX = (event.clientX - rect.left) * scaleX;
const mouseY = (event.clientY - rect.top) * scaleY;
const deltaX = mouseX - dragStartX.value;
const deltaY = mouseY - dragStartY.value;
// Calculate new position with constraints
const spriteIndex = props.sprites.findIndex(s => s.id === activeSpriteId.value);
if (spriteIndex === -1) return;
// Find the cell the mouse is currently over
const hoverCell = findCellAtPosition(mouseX, mouseY);
currentHoverCell.value = hoverCell;
if (allowCellSwap.value && hoverCell) {
// If we're hovering over a different cell than the sprite's current cell
if (hoverCell.index !== activeSpriteCellIndex.value) {
// Show a highlight for the target cell
highlightCell.value = hoverCell;
// Create a ghost sprite that follows the mouse
ghostSprite.value = {
id: activeSpriteId.value,
x: mouseX - dragOffsetX.value,
y: mouseY - dragOffsetY.value,
};
drawCanvas();
} else {
// Same cell as the sprite's origin, just do regular movement
highlightCell.value = null;
ghostSprite.value = null;
handleInCellMovement(mouseX, mouseY, spriteIndex);
}
} else {
// Regular in-cell movement
handleInCellMovement(mouseX, mouseY, spriteIndex);
}
};
const handleInCellMovement = (mouseX: number, mouseY: number, spriteIndex: number) => {
if (!activeSpriteId.value) return;
const position = spritePositions.value.find(pos => pos.id === activeSpriteId.value);
if (!position) return;
let newX = spritePosBeforeDrag.value.x + deltaX;
let newY = spritePosBeforeDrag.value.y + deltaY;
// Calculate new position based on mouse position and initial click offset
const newX = mouseX - position.cellX - dragOffsetX.value;
const newY = mouseY - position.cellY - dragOffsetY.value;
// Constrain movement strictly within cell
newX = Math.max(0, Math.min(position.maxWidth - props.sprites[spriteIndex].width, newX));
newY = Math.max(0, Math.min(position.maxHeight - props.sprites[spriteIndex].height, newY));
// Constrain within cell boundaries
const constrainedX = Math.max(0, Math.min(position.maxWidth - props.sprites[spriteIndex].width, newX));
const constrainedY = Math.max(0, Math.min(position.maxHeight - props.sprites[spriteIndex].height, newY));
emit('updateSprite', activeSpriteId.value, newX, newY);
emit('updateSprite', activeSpriteId.value, constrainedX, constrainedY);
drawCanvas();
};
const stopDrag = () => {
if (isDragging.value && allowCellSwap.value && activeSpriteId.value && activeSpriteCellIndex.value !== null && currentHoverCell.value && activeSpriteCellIndex.value !== currentHoverCell.value.index) {
// We've dragged from one cell to another
// Tell parent component to update the sprite's cell index
emit('updateSpriteCell', activeSpriteId.value, currentHoverCell.value.index);
// Also reset the sprite's position within the cell to 0,0
emit('updateSprite', activeSpriteId.value, 0, 0);
}
// Reset all drag state
isDragging.value = false;
activeSpriteId.value = null;
activeSpriteCellIndex.value = null;
currentHoverCell.value = null;
highlightCell.value = null;
ghostSprite.value = null;
// Redraw without highlights
drawCanvas();
};
const handleTouchStart = (event: TouchEvent) => {
event.preventDefault();
if (event.touches.length === 1) {
const touch = event.touches[0];
const mouseEvent = new MouseEvent('mousedown', {
const mouseEvent = {
clientX: touch.clientX,
clientY: touch.clientY,
});
preventDefault: () => {},
} as unknown as MouseEvent;
startDrag(mouseEvent);
}
};
const handleTouchMove = (event: TouchEvent) => {
event.preventDefault();
if (event.touches.length === 1) {
const touch = event.touches[0];
const mouseEvent = new MouseEvent('mousemove', {
const mouseEvent = {
clientX: touch.clientX,
clientY: touch.clientY,
});
preventDefault: () => {},
} as unknown as MouseEvent;
drag(mouseEvent);
}
};
@ -198,25 +298,47 @@
// Disable image smoothing based on pixel perfect setting
ctx.value.imageSmoothingEnabled = !settingsStore.pixelPerfect;
// Draw grid
// Draw grid and highlights
ctx.value.strokeStyle = '#e5e7eb';
for (let col = 0; col < props.columns; col++) {
for (let row = 0; row < rows; row++) {
// Highlight the target cell if specified
if (highlightCell.value && highlightCell.value.col === col && highlightCell.value.row === row) {
ctx.value.fillStyle = 'rgba(59, 130, 246, 0.2)'; // Light blue highlight
ctx.value.fillRect(Math.floor(col * maxWidth), Math.floor(row * maxHeight), maxWidth, maxHeight);
}
ctx.value.strokeRect(Math.floor(col * maxWidth), Math.floor(row * maxHeight), maxWidth, maxHeight);
}
}
// Draw sprites
props.sprites.forEach((sprite, index) => {
// Skip the active sprite if we're showing a ghost instead
if (activeSpriteId.value === sprite.id && ghostSprite.value) {
return;
}
const col = index % props.columns;
const row = Math.floor(index / props.columns);
const cellX = Math.floor(col * maxWidth);
const cellY = Math.floor(row * maxHeight);
// Draw sprite using integer positions
// Draw sprite using integer positions for pixel-perfect rendering
ctx.value?.drawImage(sprite.img, Math.floor(cellX + sprite.x), Math.floor(cellY + sprite.y));
});
// Draw ghost sprite if we're dragging between cells
if (ghostSprite.value && activeSpriteId.value) {
const sprite = props.sprites.find(s => s.id === activeSpriteId.value);
if (sprite) {
// Semi-transparent ghost
ctx.value.globalAlpha = 0.6;
ctx.value.drawImage(sprite.img, Math.floor(ghostSprite.value.x), Math.floor(ghostSprite.value.y));
ctx.value.globalAlpha = 1.0;
}
}
};
onMounted(() => {

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@ -0,0 +1,348 @@
<template>
<Modal :is-open="isOpen" @close="cancel" title="Split Spritesheet">
<div class="space-y-6">
<div class="flex flex-col space-y-4">
<div class="flex items-center justify-center mb-4">
<img :src="imageUrl" alt="Spritesheet" class="max-w-full max-h-64 border border-gray-300 rounded-lg" :style="settingsStore.pixelPerfect ? { 'image-rendering': 'pixelated' } : {}" />
</div>
<div class="grid grid-cols-1 md:grid-cols-2 gap-4">
<div class="space-y-2">
<label for="detection-method" class="block text-sm font-medium text-gray-700">Detection Method</label>
<select id="detection-method" v-model="detectionMethod" class="w-full px-3 py-2 border border-gray-300 rounded-md shadow-sm focus:outline-none focus:ring-blue-500 focus:border-blue-500">
<option value="manual">Manual (specify rows and columns)</option>
<option value="auto">Auto-detect (experimental)</option>
</select>
</div>
<div v-if="detectionMethod === 'auto'" class="space-y-2">
<label for="sensitivity" class="block text-sm font-medium text-gray-700">Detection Sensitivity</label>
<input type="range" id="sensitivity" v-model="sensitivity" min="1" max="100" class="w-full" />
<div class="text-xs text-gray-500 flex justify-between">
<span>Low</span>
<span>High</span>
</div>
</div>
<div v-if="detectionMethod === 'manual'" class="space-y-2">
<label for="rows" class="block text-sm font-medium text-gray-700">Rows</label>
<input type="number" id="rows" v-model.number="rows" min="1" class="w-full px-3 py-2 border border-gray-300 rounded-md shadow-sm focus:outline-none focus:ring-blue-500 focus:border-blue-500" />
</div>
<div v-if="detectionMethod === 'manual'" class="space-y-2">
<label for="columns" class="block text-sm font-medium text-gray-700">Columns</label>
<input type="number" id="columns" v-model.number="columns" min="1" class="w-full px-3 py-2 border border-gray-300 rounded-md shadow-sm focus:outline-none focus:ring-blue-500 focus:border-blue-500" />
</div>
</div>
<div class="space-y-2">
<div class="flex items-center">
<input type="checkbox" id="remove-empty" v-model="removeEmpty" class="h-4 w-4 text-blue-600 focus:ring-blue-500 border-gray-300 rounded" />
<label for="remove-empty" class="ml-2 block text-sm text-gray-700"> Remove empty sprites (transparent/background color) </label>
</div>
</div>
<div v-if="previewSprites.length > 0" class="space-y-2">
<h3 class="text-sm font-medium text-gray-700">Preview ({{ previewSprites.length }} sprites)</h3>
<div class="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2 max-h-40 overflow-y-auto p-2 border border-gray-200 rounded-lg">
<div v-for="(sprite, index) in previewSprites" :key="index" class="relative border border-gray-300 rounded bg-gray-100 flex items-center justify-center" :style="{ width: '80px', height: '80px' }">
<img :src="sprite.url" alt="Sprite preview" class="max-w-full max-h-full" :style="settingsStore.pixelPerfect ? { 'image-rendering': 'pixelated' } : {}" />
</div>
</div>
</div>
</div>
<div class="flex justify-end space-x-3">
<button @click="cancel" class="px-4 py-2 border border-gray-300 rounded-md shadow-sm text-sm font-medium text-gray-700 bg-white hover:bg-gray-50 focus:outline-none focus:ring-2 focus:ring-offset-2 focus:ring-blue-500">Cancel</button>
<button @click="confirm" class="px-4 py-2 border border-transparent rounded-md shadow-sm text-sm font-medium text-white bg-blue-600 hover:bg-blue-700 focus:outline-none focus:ring-2 focus:ring-offset-2 focus:ring-blue-500" :disabled="previewSprites.length === 0 || isProcessing">
Split Spritesheet
</button>
</div>
</div>
</Modal>
</template>
<script setup lang="ts">
import { ref, watch } from 'vue';
import Modal from './utilities/Modal.vue';
import { useSettingsStore } from '@/stores/useSettingsStore';
interface SpritePreview {
url: string;
x: number;
y: number;
width: number;
height: number;
isEmpty: boolean;
}
const props = defineProps<{
isOpen: boolean;
imageUrl: string;
imageFile: File | null | undefined;
}>();
const emit = defineEmits<{
(e: 'close'): void;
(e: 'split', sprites: File[]): void;
}>();
// Get settings from store
const settingsStore = useSettingsStore();
// State
const detectionMethod = ref<'manual' | 'auto'>('manual');
const rows = ref(1);
const columns = ref(1);
const sensitivity = ref(50);
const removeEmpty = ref(true);
const previewSprites = ref<SpritePreview[]>([]);
const isProcessing = ref(false);
const imageElement = ref<HTMLImageElement | null>(null);
// Load the image when the component is mounted or the URL changes
watch(() => props.imageUrl, loadImage, { immediate: true });
function loadImage() {
if (!props.imageUrl) return;
const img = new Image();
img.onload = () => {
imageElement.value = img;
// Set default rows and columns based on image dimensions
// This is a simple heuristic - for pixel art, we might want to detect sprite size
const aspectRatio = img.width / img.height;
if (aspectRatio > 1) {
// Landscape orientation - likely more columns than rows
columns.value = Math.min(Math.ceil(Math.sqrt(aspectRatio * 4)), 8);
rows.value = Math.ceil(4 / columns.value);
} else {
// Portrait orientation - likely more rows than columns
rows.value = Math.min(Math.ceil(Math.sqrt(4 / aspectRatio)), 8);
columns.value = Math.ceil(4 / rows.value);
}
// Generate initial preview
generatePreview();
};
img.src = props.imageUrl;
}
// Generate preview of split sprites
async function generatePreview() {
if (!imageElement.value) return;
isProcessing.value = true;
previewSprites.value = [];
try {
const img = imageElement.value;
if (detectionMethod.value === 'auto') {
// Auto-detection logic would go here
// For now, we'll use a simple algorithm based on sensitivity
await autoDetectSprites(img);
} else {
// Manual splitting based on rows and columns
await splitSpritesheet(img, rows.value, columns.value);
}
} catch (error) {
console.error('Error generating preview:', error);
} finally {
isProcessing.value = false;
}
}
// Split spritesheet manually based on rows and columns
async function splitSpritesheet(img: HTMLImageElement, rows: number, columns: number) {
const spriteWidth = Math.floor(img.width / columns);
const spriteHeight = Math.floor(img.height / rows);
const sprites: SpritePreview[] = [];
// Create a canvas for processing
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
if (!ctx) return;
canvas.width = spriteWidth;
canvas.height = spriteHeight;
// Split the image into individual sprites
for (let row = 0; row < rows; row++) {
for (let col = 0; col < columns; col++) {
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw the portion of the spritesheet
ctx.drawImage(img, col * spriteWidth, row * spriteHeight, spriteWidth, spriteHeight, 0, 0, spriteWidth, spriteHeight);
// Check if the sprite is empty (all transparent or same color)
const isEmpty = removeEmpty.value ? isCanvasEmpty(ctx, spriteWidth, spriteHeight) : false;
// If we're not removing empty sprites or the sprite is not empty
if (!removeEmpty.value || !isEmpty) {
// Convert to data URL
const url = canvas.toDataURL('image/png');
sprites.push({
url,
x: 0,
y: 0,
width: spriteWidth,
height: spriteHeight,
isEmpty,
});
}
}
}
previewSprites.value = sprites;
}
// Auto-detect sprites based on transparency/color differences
async function autoDetectSprites(img: HTMLImageElement) {
// This is a simplified implementation
// A more sophisticated algorithm would analyze the image to find sprite boundaries
// For now, we'll use a simple approach:
// 1. Try to detect the sprite size by looking for repeating patterns
// 2. Then use that size to split the spritesheet
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
if (!ctx) return;
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0);
// Get image data for analysis
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
// Simple detection of sprite size based on transparency patterns
// This is a very basic implementation and might not work for all spritesheets
const { detectedWidth, detectedHeight } = detectSpriteSize(data, canvas.width, canvas.height);
if (detectedWidth > 0 && detectedHeight > 0) {
const detectedRows = Math.floor(img.height / detectedHeight);
const detectedColumns = Math.floor(img.width / detectedWidth);
// Use the detected size to split the spritesheet
await splitSpritesheet(img, detectedRows, detectedColumns);
} else {
// Fallback to manual splitting with a reasonable guess
const estimatedSize = Math.max(16, Math.floor(Math.min(img.width, img.height) / 8));
const estimatedRows = Math.floor(img.height / estimatedSize);
const estimatedColumns = Math.floor(img.width / estimatedSize);
await splitSpritesheet(img, estimatedRows, estimatedColumns);
}
}
// Helper function to detect sprite size based on transparency patterns
function detectSpriteSize(data: Uint8ClampedArray, width: number, height: number) {
// This is a simplified implementation
// A real implementation would be more sophisticated
// The sensitivity affects how aggressive we are in detecting patterns
const threshold = 100 - sensitivity.value; // Lower threshold = more sensitive
// For now, return a simple estimate based on image size
// In a real implementation, we would analyze the image data to find patterns
return {
detectedWidth: 0, // Return 0 to fall back to the manual method
detectedHeight: 0,
};
}
// Check if a canvas is empty (all transparent or same color)
function isCanvasEmpty(ctx: CanvasRenderingContext2D, width: number, height: number): boolean {
const imageData = ctx.getImageData(0, 0, width, height);
const data = imageData.data;
// Check if all pixels are transparent
let allTransparent = true;
let allSameColor = true;
// Reference values from first pixel
const firstR = data[0];
const firstG = data[1];
const firstB = data[2];
const firstA = data[3];
for (let i = 0; i < data.length; i += 4) {
const alpha = data[i + 3];
// Check transparency
if (alpha > 10) {
// Allow some tolerance for compression artifacts
allTransparent = false;
}
// Check if all pixels are the same color
if (data[i] !== firstR || data[i + 1] !== firstG || data[i + 2] !== firstB || Math.abs(data[i + 3] - firstA) > 10) {
allSameColor = false;
}
// Early exit if we've determined it's not empty
if (!allTransparent && !allSameColor) {
break;
}
}
return allTransparent || allSameColor;
}
// Convert preview sprites to actual files
async function createSpriteFiles(): Promise<File[]> {
const files: File[] = [];
for (let i = 0; i < previewSprites.value.length; i++) {
const sprite = previewSprites.value[i];
// Convert data URL to blob
const response = await fetch(sprite.url);
const blob = await response.blob();
// Create file from blob
const fileName = `sprite_${i + 1}.png`;
const file = new File([blob], fileName, { type: 'image/png' });
files.push(file);
}
return files;
}
// Actions
function cancel() {
emit('close');
}
async function confirm() {
if (previewSprites.value.length === 0) return;
isProcessing.value = true;
try {
const files = await createSpriteFiles();
emit('split', files);
emit('close');
} catch (error) {
console.error('Error creating sprite files:', error);
} finally {
isProcessing.value = false;
}
}
// Add these watchers to automatically update preview
watch([rows, columns, removeEmpty, detectionMethod, sensitivity], () => {
if (imageElement.value) {
generatePreview();
}
});
</script>