advanced-spritesheet-export/abase-color.lua

86 lines
2.2 KiB
Lua
Raw Normal View History

local BASE_COLOR = Color {
r = 0,
g = 0,
b = 0,
a = 0,
}
local IGNORE_COLOR = Color {
gray = 100,
alpha = 254,
}
local IGNORE_SUBCOLOR = Color {
gray = 150,
alpha = 254,
}
local MERGE_COLOR = Color {
r = 200,
g = 200,
b = 0,
a = 254,
}
local MERGE_SUBCOLOR = Color {
r = 200,
g = 200,
b = 128,
a = 254,
}
local function safeSetColor(layer, color)
pixelValue = layer.color.rgbaPixel
--[[ print("safeSetColor: " .. pixelValue)
print(BASE_COLOR.rgbaPixel)
print(IGNORE_COLOR.rgbaPixel)
print(IGNORE_SUBCOLOR.rgbaPixel)
print(MERGE_COLOR.rgbaPixel)
print(MERGE_SUBCOLOR.rgbaPixel) ]]
if (pixelValue ~= BASE_COLOR.rgbaPixel and
pixelValue ~= IGNORE_COLOR.rgbaPixel and
pixelValue ~= IGNORE_SUBCOLOR.rgbaPixel and
pixelValue ~= MERGE_COLOR.rgbaPixel and
pixelValue ~= MERGE_SUBCOLOR.rgbaPixel) then
--[[ print("DEBUG: not setting color")
]] return
end
layer.color = color
end
-- set the color of a layer and its sublayers based on the extension properties
local function SetColor(layer, subColor)
if (layer.properties(extKey).ignored) then
safeSetColor(layer, IGNORE_COLOR)
subColor = IGNORE_SUBCOLOR
elseif subColor == IGNORE_SUBCOLOR then
safeSetColor(layer, subColor)
elseif (layer.properties(extKey).exportedAsSprite) then
safeSetColor(layer, MERGE_COLOR)
subColor = MERGE_SUBCOLOR
elseif subColor == MERGE_SUBCOLOR then
safeSetColor(layer, subColor)
else
safeSetColor(layer, BASE_COLOR)
end
if (layer.isGroup) then
for i, sublayer in ipairs(layer.layers) do
SetColor(sublayer, subColor)
end
end
end
-- Find the root of the layer stack, then set colors appropriately
-- for all children
local function SetColorFromRoot(layer)
-- The standard Lua `if table["field"] == nil` throws an error in Aseprite.
-- So we just check for the parent Layer being equal to the sprite.
if layer.parent == layer.sprite then
SetColor(layer)
else
SetColorFromRoot(layer.parent)
end
end
local export = {
SetColor = SetColor,
SetColorFromRoot = SetColorFromRoot,
}
return export