83 lines
2.0 KiB
Lua
83 lines
2.0 KiB
Lua
-- functions for modifying a layer's color
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local p = require "abase-properties"
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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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}
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local IGNORE_COLOR = Color {
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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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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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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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a = 254,
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}
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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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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 p.IsIgnored(layer) then
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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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safeSetColor(layer, subColor)
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elseif p.IsMerged(layer) then
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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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safeSetColor(layer, subColor)
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else
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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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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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SetColor = SetColor,
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SetColorFromRoot = SetColorFromRoot,
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}
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return export |