First attempt at re-calculating all colors in a group hierarchy when one color changes, and also protecting user-defined colors.
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@ -8,9 +8,9 @@ local function ExportSpritesheetAdvanced()
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local spr = Sprite(app.sprite)
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sprt.deleteLayers(spr, spr.layers)
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sprt.flattenLayers(spr.layers)
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sprt.revealLayers(spr.layers)
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sprt.DeleteLayers(spr, spr.layers)
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sprt.FlattenLayers(spr.layers)
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sprt.RevealLayers(spr.layers)
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app.command.ExportSpriteSheet {
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splitLayers = true
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@ -26,7 +26,7 @@ local function ToggleIgnore()
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else
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layer.properties(extKey).ignored = true
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end
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sprt.setColor(layer)
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sprt.SetColorFromRoot(layer)
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end
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local function ToggleExportAsSprite()
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@ -36,7 +36,7 @@ local function ToggleExportAsSprite()
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else
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layer.properties(extKey).exportedAsSprite = true
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end
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sprt.setColor(layer)
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sprt.SetColorFromRoot(layer)
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end
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local export = {
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@ -4,40 +4,44 @@ local BASE_COLOR = Color {
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r = 0,
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g = 0,
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b = 0,
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a = 0
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a = 0,
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}
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local IGNORE_COLOR = Color {
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gray = 100
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gray = 100,
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alpha = 254,
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}
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local IGNORE_SUBCOLOR = Color {
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gray = 150
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gray = 150,
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alpha = 254,
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}
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local MERGE_COLOR = Color {
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r = 200,
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g = 200,
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b = 0
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b = 0,
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a = 254,
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}
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local MERGE_SUBCOLOR = Color {
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r = 200,
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g = 200,
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b = 128
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b = 128,
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a = 254,
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}
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-- Deletes any layers with the 'ignored' property.
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local function deleteLayers(spr, layers)
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for i, layer in ipairs(layers) do
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local function DeleteLayers(spr, layers)
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for _, layer in ipairs(layers) do
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if layer.properties(extKey).ignored then
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spr:deleteLayer(layer)
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elseif layer.isGroup then
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deleteLayers(spr, layer.layers)
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DeleteLayers(spr, layer.layers)
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end
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end
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end
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-- Flattens any layers that have the 'exportedAsSprite' property.
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-- Should be called after deleteLayers.
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local function flattenLayers(layers)
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for i, layer in ipairs(layers) do
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local function FlattenLayers(layers)
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for _, layer in ipairs(layers) do
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if not layer.isGroup then
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goto continue
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end
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@ -47,7 +51,7 @@ local function flattenLayers(layers)
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app.command.FlattenLayers(false)
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else
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-- recurse
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flattenLayers(layer.layers)
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FlattenLayers(layer.layers)
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end
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::continue::
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@ -56,10 +60,10 @@ end
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-- Makes all layers visible.
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-- This should be called after deleteLayers and flattenLayers
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local function revealLayers(layers)
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for i, layer in ipairs(layers) do
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local function RevealLayers(layers)
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for _, layer in ipairs(layers) do
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if layer.isGroup then
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revealLayers(layer.layers)
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RevealLayers(layer.layers)
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end
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if not layer.isVisible then
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@ -68,35 +72,60 @@ local function revealLayers(layers)
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end
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end
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-- set the color of a layer and its sublayers
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local function setColor(layer, subColor)
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local function safeSetColor(layer, color)
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pixelValue = layer.color.rgbaPixel
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if (pixelValue ~= BASE_COLOR.rgbaPixel and
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pixelValue ~= IGNORE_COLOR.rgbaPixel and
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pixelValue ~= IGNORE_SUBCOLOR.rgbaPixel and
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pixelValue ~= MERGE_COLOR.rgbaPixel and
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pixelValue ~= MERGE_SUBCOLOR.rgbaPixel) then
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print("DEBUG: not setting color")
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return
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end
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layer.color = color
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end
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-- set the color of a layer and its sublayers based on the extension properties
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local function SetColor(layer, subColor)
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if (layer.properties(extKey).ignored) then
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layer.color = IGNORE_COLOR
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safeSetColor(layer, IGNORE_COLOR)
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subColor = IGNORE_SUBCOLOR
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elseif subColor == IGNORE_SUBCOLOR then
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layer.color = subColor
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safeSetColor(layer, subColor)
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elseif (layer.properties(extKey).exportedAsSprite) then
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layer.color = MERGE_COLOR
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safeSetColor(layer, MERGE_COLOR)
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subColor = MERGE_SUBCOLOR
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elseif subColor == MERGE_SUBCOLOR then
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layer.color = subColor
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safeSetColor(layer, subColor)
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else
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layer.color = BASE_COLOR
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safeSetColor(layer, BASE_COLOR)
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end
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if (layer.isGroup) then
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for i, sublayer in ipairs(layer.layers) do
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setColor(sublayer, subColor)
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SetColor(sublayer, subColor)
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end
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end
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end
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-- Find the root of the layer stack, then set colors appropriately
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-- for all children
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local function SetColorFromRoot(layer)
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-- The standard Lua `if table["field"] == nil` throws an error in Aseprite.
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-- So we just check for the parent Layer being equal to the sprite.
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if layer.parent == layer.sprite then
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SetColor(layer)
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else
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SetColorFromRoot(layer.parent)
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end
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end
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local export = {
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deleteLayers = deleteLayers,
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flattenLayers = flattenLayers,
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revealLayers = revealLayers,
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setColor = setColor,
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DeleteLayers = DeleteLayers,
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FlattenLayers = FlattenLayers,
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RevealLayers = RevealLayers,
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SetColor = SetColor,
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SetColorFromRoot = SetColorFromRoot,
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}
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return export
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@ -19,8 +19,9 @@ To install, go to Aseprite's Settings -> Extensions -> Add Extension, and select
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## Additional Notes
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* Toggling the advanced export settings on a layer will modify the layer colors. If you are using layer colors for other purposes, this extension will not work well for you. (This may be configurable in a future update)
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* Ignored layers always take precedence over merging; if a sublayer in a group is ignored, it will not be merged into the final sprite.
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* Toggling the advanced export settings on a layer will modify the layer colors. The extension will attempt to detect and preserve user-colored layers. If you happen to use one of the exact colors we have chosen, this will fail. We have chosen odd alpha values to reduce the likelihood of a false negative, but if you are using layer colors extensively, this extension may not work well for you.
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* To force a layer's color to be controlled by the extension, simply reset the layer's color to all 0 values. (red, green, blue, and alpha should all be 0) You may need to toggle the export settings of a parent layer or create a new layer before the changes take effect.
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## Copyright Notice
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