Split spritesheet, add sort functionality
This commit is contained in:
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335bc03218
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@ -1,6 +1,11 @@
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All notable changes to this project will be documented in this file.
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## [1.0.1] - 2025-04-06
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## [1.2.0] - 2025-04-06
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### Added
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- Import and split existing spritesheet functionality
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## [1.1.0] - 2025-04-06
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### Added
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- 📝 Help modal with instructions and tips
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src/App.vue
77
src/App.vue
@ -64,7 +64,7 @@
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</button>
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</div>
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<sprite-canvas :sprites="sprites" :columns="columns" @update-sprite="updateSpritePosition" />
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<sprite-canvas :sprites="sprites" :columns="columns" @update-sprite="updateSpritePosition" @update-sprite-cell="updateSpriteCell" />
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</div>
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</div>
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</div>
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@ -74,6 +74,7 @@
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</Modal>
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<HelpModal :is-open="isHelpModalOpen" @close="closeHelpModal" />
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<SpritesheetSplitter :is-open="isSpritesheetSplitterOpen" :image-url="spritesheetImageUrl" :image-file="spritesheetImageFile" @close="closeSpritesheetSplitter" @split="handleSplitSpritesheet" />
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</div>
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</template>
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@ -84,6 +85,7 @@
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import Modal from './components/utilities/Modal.vue';
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import SpritePreview from './components/SpritePreview.vue';
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import HelpModal from './components/HelpModal.vue';
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import SpritesheetSplitter from './components/SpritesheetSplitter.vue';
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interface Sprite {
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id: string;
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@ -100,7 +102,10 @@
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const columns = ref(4);
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const isPreviewModalOpen = ref(false);
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const isHelpModalOpen = ref(false);
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const isSpritesheetSplitterOpen = ref(false);
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const jsonFileInput = ref<HTMLInputElement | null>(null);
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const spritesheetImageUrl = ref('');
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const spritesheetImageFile = ref<File | null>(null);
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const handleSpritesUpload = (files: File[]) => {
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// Check if any of the files is a JSON file
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@ -112,7 +117,40 @@
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return;
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}
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// Otherwise, process as normal image files
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// Check if it's a single image file that might be a spritesheet
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if (files.length === 1 && files[0].type.startsWith('image/')) {
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const file = files[0];
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const url = URL.createObjectURL(file);
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// Load the image to check its dimensions
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const img = new Image();
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img.onload = () => {
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// If the image is large enough, it might be a spritesheet
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// This is a simple heuristic - we can improve it later
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if (img.width > 200 && img.height > 200) {
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// Ask the user if they want to split the spritesheet
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if (confirm('This looks like it might be a spritesheet. Would you like to split it into individual sprites?')) {
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// Open the spritesheet splitter
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spritesheetImageUrl.value = url;
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spritesheetImageFile.value = file;
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isSpritesheetSplitterOpen.value = true;
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return;
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}
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}
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// If the user doesn't want to split or it's not large enough, process as a single sprite
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processImageFiles([file]);
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};
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img.src = url;
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return;
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}
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// Process multiple image files normally
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processImageFiles(files);
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};
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// Extract the image processing logic to a separate function for reuse
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const processImageFiles = (files: File[]) => {
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Promise.all(
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files.map(file => {
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return new Promise<Sprite>(resolve => {
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@ -211,6 +249,23 @@
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isHelpModalOpen.value = false;
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};
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// Spritesheet splitter modal control
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const closeSpritesheetSplitter = () => {
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isSpritesheetSplitterOpen.value = false;
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// Clean up the URL object to prevent memory leaks
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if (spritesheetImageUrl.value) {
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URL.revokeObjectURL(spritesheetImageUrl.value);
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spritesheetImageUrl.value = '';
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}
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spritesheetImageFile.value = null;
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};
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// Handle the split spritesheet result
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const handleSplitSpritesheet = (files: File[]) => {
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// Process the split sprite files
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processImageFiles(files);
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};
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// Export spritesheet as JSON with base64 images
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const exportSpritesheetJSON = async () => {
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if (sprites.value.length === 0) return;
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@ -380,4 +435,22 @@
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return { ...sprite, x, y };
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});
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};
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const updateSpriteCell = (id: string, newIndex: number) => {
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// Find the current index of the sprite
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const currentIndex = sprites.value.findIndex(sprite => sprite.id === id);
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if (currentIndex === -1) return;
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// Create a new sprites array
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const newSprites = [...sprites.value];
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// Remove the sprite from its current position
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const [movedSprite] = newSprites.splice(currentIndex, 1);
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// Insert the sprite at the new position
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newSprites.splice(newIndex, 0, movedSprite);
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// Update the sprites array
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sprites.value = newSprites;
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};
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</script>
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@ -32,6 +32,7 @@
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<h4 class="mt-6 mb-3 text-lg font-medium text-gray-900">How to use:</h4>
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<ol class="list-decimal pl-6 space-y-2 mb-4">
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<li>Upload your sprite images by dragging and dropping them or clicking the upload area</li>
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<li>If you upload a single large image, you'll be asked if you want to split it into individual sprites</li>
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<li>Arrange your sprites by dragging them to the desired position</li>
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<li>Adjust the number of columns to change the layout</li>
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<li>Preview your animation using the "Preview Animation" button</li>
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<h4 class="mt-6 mb-3 text-lg font-medium text-gray-900">Tips:</h4>
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<ul class="list-disc pl-6 space-y-2">
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<li>For best results, use sprites with consistent dimensions</li>
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<li>When uploading a spritesheet, you can split it automatically into individual sprites</li>
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<li>The spritesheet splitter allows you to specify rows and columns or try auto-detection</li>
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<li>The preview animation plays frames in the order they appear in the spritesheet (left to right, top to bottom)</li>
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<li>You can adjust the animation speed in the preview window</li>
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<li>The tool works entirely in your browser - no files are uploaded to any server</li>
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<template>
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<div class="space-y-4">
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<div class="flex justify-between items-center">
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<div class="flex items-center">
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<input id="pixel-perfect" type="checkbox" v-model="settingsStore.pixelPerfect" class="mr-2" @change="drawCanvas" />
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<label for="pixel-perfect">Pixel perfect rendering (for pixel art)</label>
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<div class="flex items-center gap-4">
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<div class="flex items-center">
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<input id="pixel-perfect" type="checkbox" v-model="settingsStore.pixelPerfect" class="mr-2" @change="drawCanvas" />
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<label for="pixel-perfect">Pixel perfect rendering (for pixel art)</label>
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</div>
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<div class="flex items-center">
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<input id="allow-cell-swap" type="checkbox" v-model="allowCellSwap" class="mr-2" />
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<label for="allow-cell-swap">Allow moving between cells</label>
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</div>
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</div>
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</div>
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y: number;
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}
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interface CellPosition {
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col: number;
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row: number;
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index: number;
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}
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const props = defineProps<{
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sprites: Sprite[];
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columns: number;
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const emit = defineEmits<{
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(e: 'updateSprite', id: string, x: number, y: number): void;
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(e: 'updateSpriteCell', id: string, newIndex: number): void;
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}>();
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// Get settings from store
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const canvasRef = ref<HTMLCanvasElement | null>(null);
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const ctx = ref<CanvasRenderingContext2D | null>(null);
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// Dragging state
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// State for tracking drag operations
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const isDragging = ref(false);
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const activeSpriteId = ref<string | null>(null);
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const activeSpriteCellIndex = ref<number | null>(null);
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const dragStartX = ref(0);
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const dragStartY = ref(0);
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const spritePosBeforeDrag = ref({ x: 0, y: 0 });
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const dragOffsetX = ref(0);
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const dragOffsetY = ref(0);
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const allowCellSwap = ref(false);
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const currentHoverCell = ref<CellPosition | null>(null);
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// Visual feedback refs
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const ghostSprite = ref<{ id: string; x: number; y: number } | null>(null);
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const highlightCell = ref<CellPosition | null>(null);
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const spritePositions = computed(() => {
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if (!canvasRef.value) return [];
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height: sprite.height,
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maxWidth,
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maxHeight,
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col,
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row,
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index,
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};
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});
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});
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maxHeight = Math.max(maxHeight, sprite.height);
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});
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return { maxWidth, maxHeight };
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// Add some padding to ensure sprites have room to move
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return { maxWidth: maxWidth, maxHeight: maxHeight };
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};
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const startDrag = (event: MouseEvent) => {
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const mouseY = (event.clientY - rect.top) * scaleY;
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const clickedSprite = findSpriteAtPosition(mouseX, mouseY);
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if (clickedSprite) {
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isDragging.value = true;
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activeSpriteId.value = clickedSprite.id;
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dragStartX.value = mouseX;
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dragStartY.value = mouseY;
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// Find current sprite position
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const sprite = props.sprites.find(s => s.id === clickedSprite.id);
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if (sprite) {
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spritePosBeforeDrag.value = { x: sprite.x, y: sprite.y };
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// Find the sprite's position to calculate offset from mouse to sprite origin
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const spritePosition = spritePositions.value.find(pos => pos.id === clickedSprite.id);
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if (spritePosition) {
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dragOffsetX.value = mouseX - spritePosition.canvasX;
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dragOffsetY.value = mouseY - spritePosition.canvasY;
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activeSpriteCellIndex.value = spritePosition.index;
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// Store the starting cell position
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const startCell = findCellAtPosition(mouseX, mouseY);
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if (startCell) {
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currentHoverCell.value = startCell;
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highlightCell.value = null; // No highlight at the start
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}
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}
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}
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};
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const findCellAtPosition = (x: number, y: number): CellPosition | null => {
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const { maxWidth, maxHeight } = calculateMaxDimensions();
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const col = Math.floor(x / maxWidth);
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const row = Math.floor(y / maxHeight);
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// Check if the cell position is valid
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const totalRows = Math.ceil(props.sprites.length / props.columns);
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if (col >= 0 && col < props.columns && row >= 0 && row < totalRows) {
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const index = row * props.columns + col;
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if (index < props.sprites.length) {
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return { col, row, index };
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}
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}
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return null;
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};
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const drag = (event: MouseEvent) => {
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if (!isDragging.value || !activeSpriteId.value || !canvasRef.value) return;
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if (!isDragging.value || !activeSpriteId.value || !canvasRef.value || activeSpriteCellIndex.value === null) return;
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const rect = canvasRef.value.getBoundingClientRect();
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const scaleX = canvasRef.value.width / rect.width;
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const mouseX = (event.clientX - rect.left) * scaleX;
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const mouseY = (event.clientY - rect.top) * scaleY;
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const deltaX = mouseX - dragStartX.value;
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const deltaY = mouseY - dragStartY.value;
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// Calculate new position with constraints
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const spriteIndex = props.sprites.findIndex(s => s.id === activeSpriteId.value);
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if (spriteIndex === -1) return;
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// Find the cell the mouse is currently over
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const hoverCell = findCellAtPosition(mouseX, mouseY);
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currentHoverCell.value = hoverCell;
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if (allowCellSwap.value && hoverCell) {
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// If we're hovering over a different cell than the sprite's current cell
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if (hoverCell.index !== activeSpriteCellIndex.value) {
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// Show a highlight for the target cell
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highlightCell.value = hoverCell;
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// Create a ghost sprite that follows the mouse
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ghostSprite.value = {
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id: activeSpriteId.value,
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x: mouseX - dragOffsetX.value,
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y: mouseY - dragOffsetY.value,
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};
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drawCanvas();
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} else {
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// Same cell as the sprite's origin, just do regular movement
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highlightCell.value = null;
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ghostSprite.value = null;
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handleInCellMovement(mouseX, mouseY, spriteIndex);
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}
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} else {
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// Regular in-cell movement
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handleInCellMovement(mouseX, mouseY, spriteIndex);
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}
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};
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const handleInCellMovement = (mouseX: number, mouseY: number, spriteIndex: number) => {
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if (!activeSpriteId.value) return;
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const position = spritePositions.value.find(pos => pos.id === activeSpriteId.value);
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if (!position) return;
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let newX = spritePosBeforeDrag.value.x + deltaX;
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let newY = spritePosBeforeDrag.value.y + deltaY;
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// Calculate new position based on mouse position and initial click offset
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const newX = mouseX - position.cellX - dragOffsetX.value;
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const newY = mouseY - position.cellY - dragOffsetY.value;
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// Constrain movement strictly within cell
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newX = Math.max(0, Math.min(position.maxWidth - props.sprites[spriteIndex].width, newX));
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newY = Math.max(0, Math.min(position.maxHeight - props.sprites[spriteIndex].height, newY));
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// Constrain within cell boundaries
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const constrainedX = Math.max(0, Math.min(position.maxWidth - props.sprites[spriteIndex].width, newX));
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const constrainedY = Math.max(0, Math.min(position.maxHeight - props.sprites[spriteIndex].height, newY));
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emit('updateSprite', activeSpriteId.value, newX, newY);
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emit('updateSprite', activeSpriteId.value, constrainedX, constrainedY);
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drawCanvas();
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};
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const stopDrag = () => {
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if (isDragging.value && allowCellSwap.value && activeSpriteId.value && activeSpriteCellIndex.value !== null && currentHoverCell.value && activeSpriteCellIndex.value !== currentHoverCell.value.index) {
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// We've dragged from one cell to another
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// Tell parent component to update the sprite's cell index
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emit('updateSpriteCell', activeSpriteId.value, currentHoverCell.value.index);
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// Also reset the sprite's position within the cell to 0,0
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emit('updateSprite', activeSpriteId.value, 0, 0);
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}
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// Reset all drag state
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isDragging.value = false;
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activeSpriteId.value = null;
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activeSpriteCellIndex.value = null;
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currentHoverCell.value = null;
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highlightCell.value = null;
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ghostSprite.value = null;
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// Redraw without highlights
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drawCanvas();
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};
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const handleTouchStart = (event: TouchEvent) => {
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event.preventDefault();
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if (event.touches.length === 1) {
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const touch = event.touches[0];
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const mouseEvent = new MouseEvent('mousedown', {
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const mouseEvent = {
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clientX: touch.clientX,
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clientY: touch.clientY,
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});
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preventDefault: () => {},
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} as unknown as MouseEvent;
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startDrag(mouseEvent);
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}
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};
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const handleTouchMove = (event: TouchEvent) => {
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event.preventDefault();
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if (event.touches.length === 1) {
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const touch = event.touches[0];
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const mouseEvent = new MouseEvent('mousemove', {
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const mouseEvent = {
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clientX: touch.clientX,
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clientY: touch.clientY,
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});
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preventDefault: () => {},
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} as unknown as MouseEvent;
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drag(mouseEvent);
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}
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};
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// Disable image smoothing based on pixel perfect setting
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ctx.value.imageSmoothingEnabled = !settingsStore.pixelPerfect;
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// Draw grid
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// Draw grid and highlights
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ctx.value.strokeStyle = '#e5e7eb';
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for (let col = 0; col < props.columns; col++) {
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for (let row = 0; row < rows; row++) {
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// Highlight the target cell if specified
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if (highlightCell.value && highlightCell.value.col === col && highlightCell.value.row === row) {
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ctx.value.fillStyle = 'rgba(59, 130, 246, 0.2)'; // Light blue highlight
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ctx.value.fillRect(Math.floor(col * maxWidth), Math.floor(row * maxHeight), maxWidth, maxHeight);
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}
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ctx.value.strokeRect(Math.floor(col * maxWidth), Math.floor(row * maxHeight), maxWidth, maxHeight);
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}
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}
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// Draw sprites
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props.sprites.forEach((sprite, index) => {
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// Skip the active sprite if we're showing a ghost instead
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if (activeSpriteId.value === sprite.id && ghostSprite.value) {
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return;
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}
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const col = index % props.columns;
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const row = Math.floor(index / props.columns);
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const cellX = Math.floor(col * maxWidth);
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const cellY = Math.floor(row * maxHeight);
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// Draw sprite using integer positions
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// Draw sprite using integer positions for pixel-perfect rendering
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ctx.value?.drawImage(sprite.img, Math.floor(cellX + sprite.x), Math.floor(cellY + sprite.y));
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});
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// Draw ghost sprite if we're dragging between cells
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if (ghostSprite.value && activeSpriteId.value) {
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const sprite = props.sprites.find(s => s.id === activeSpriteId.value);
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if (sprite) {
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// 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(() => {
|
||||
|
348
src/components/SpritesheetSplitter.vue
Normal file
348
src/components/SpritesheetSplitter.vue
Normal file
@ -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>
|
Loading…
x
Reference in New Issue
Block a user