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--[[
*
* main.lua - Aseprite plugin script for SHP files
*
* Copyright (C) 2025 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
]]
local pluginName = "exult-shp"
local pluginDir = app.fs.joinPath(app.fs.userConfigPath, "extensions", pluginName)
local converterPath = app.fs.joinPath(pluginDir, "exult_shp")
-- Debug system with toggle
local debugEnabled = false -- toggle debug messages
local function debug(message)
if debugEnabled then
print("[Exult SHP] " .. message)
end
end
local function logError(message)
-- Always print errors regardless of debug setting
print("[Exult SHP ERROR] " .. message)
end
-- Global utility function for quoting paths with spaces
function quoteIfNeeded(path)
if path:find(" ") then
return '"' .. path .. '"'
else
return path
end
end
-- Helper to run commands with hidden output
function executeHidden(cmd)
-- For debugging, run raw command instead with output captured
if debugEnabled then
debug("Executing with output capture: " .. cmd)
local tmpFile = app.fs.joinPath(app.fs.tempPath, "exult-shp-output-" .. os.time() .. ".txt")
-- Add output redirection to file
local redirectCmd
if app.fs.pathSeparator == "\\" then
-- Windows
redirectCmd = cmd .. " > " .. quoteIfNeeded(tmpFile) .. " 2>&1"
else
-- Unix-like (macOS, Linux)
redirectCmd = cmd .. " > " .. quoteIfNeeded(tmpFile) .. " 2>&1"
end
-- Execute the command
local success = os.execute(redirectCmd)
-- Read and log the output
if app.fs.isFile(tmpFile) then
local file = io.open(tmpFile, "r")
if file then
debug("Command output:")
local output = file:read("*all")
debug(output or "<no output>")
file:close()
end
end
return success
else
-- Check operating system and add appropriate redirection
local redirectCmd
if app.fs.pathSeparator == "\\" then
-- Windows
redirectCmd = cmd .. " > NUL 2>&1"
else
-- Unix-like (macOS, Linux)
redirectCmd = cmd .. " > /dev/null 2>&1"
end
return os.execute(redirectCmd)
end
end
debug("Plugin initializing...")
debug("Temp path: " .. app.fs.tempPath)
debug("User config path: " .. app.fs.userConfigPath)
debug("Converter expected at: " .. converterPath)
-- Check if converterPath exists with OS-specific extension
if not app.fs.isFile(converterPath) then
debug("Converter not found, checking for extensions...")
if app.fs.isFile(converterPath..".exe") then
converterPath = converterPath..".exe"
debug("Found Windows converter: " .. converterPath)
elseif app.fs.isFile(converterPath..".bin") then
converterPath = converterPath..".bin"
debug("Found binary converter: " .. converterPath)
end
end
-- Verify converter exists at startup
local converterExists = app.fs.isFile(converterPath)
debug("Converter exists: " .. tostring(converterExists))
-- Check if converter is executable and only chmod if needed (Unix-like systems only)
-- Installing the plug-in might unset the executable bit
if converterExists and app.fs.pathSeparator == "/" then
-- Check if a file is executable
local function isExecutable(path)
local cmd = "test -x " .. quoteIfNeeded(path)
local result = os.execute(cmd)
-- os.execute returns different values based on Lua version
-- In Lua 5.2+, it returns success, exit_type, code
-- In Lua 5.1, it returns the exit code
if type(result) == "boolean" then
return result
else
return result == 0
end
end
-- Only chmod if the file exists but isn't executable
if not isExecutable(converterPath) then
debug("Converter found but not executable, setting permissions")
local chmodCmd = "chmod +x " .. quoteIfNeeded(converterPath)
executeHidden(chmodCmd)
end
end
-- Error display helper
function showError(message)
logError(message)
app.alert{
title="Exult SHP Error",
text=message
}
end
-- Don't detect Animation sequences when opening files
function disableAnimationDetection()
-- Store the original preference value if it exists
if app.preferences and app.preferences.open_file and app.preferences.open_file.open_sequence ~= nil then
_G._originalSeqPref = app.preferences.open_file.open_sequence
-- Set to 2 which means "skip the prompt without loading as animation"
app.preferences.open_file.open_sequence = 2
end
end
function restoreAnimationDetection()
-- Restore the original preference if we saved it
if app.preferences and app.preferences.open_file and _G._originalSeqPref ~= nil then
app.preferences.open_file.open_sequence = _G._originalSeqPref
end
end
-- File format registration function
function registerSHPFormat()
if not converterExists then
showError("SHP converter tool not found at:\n" .. converterPath ..
"\nSHP files cannot be opened until this is fixed.")
return false
end
return true
end
function getCelOffsetData(cel)
if not cel then return nil end
-- Only extract from cel's user data
if cel.data and cel.data:match("offset:") then
local x, y = cel.data:match("offset:(%d+),(%d+)")
if x and y then
return {
offsetX = tonumber(x),
offsetY = tonumber(y)
}
end
end
return nil
end
function setCelOffsetData(cel, offsetX, offsetY)
if not cel then return end
-- Store offset directly in the cel's user data only
cel.data = string.format("offset:%d,%d", offsetX or 0, offsetY or 0)
debug("Stored offset data in cel user data: " .. cel.data)
end
-- Check for offset tags
function spriteHasCelOffsetData(sprite)
-- Check if any cel has offset data stored
for i, layer in ipairs(sprite.layers) do
local cel = layer:cel(1)
if cel and cel.data and cel.data:match("offset:") then
return true
end
end
return false
end
-- Read offset data from a metadata file
function readFrameMetadata(metaPath)
local offsetX, offsetY = 0, 0
if app.fs.isFile(metaPath) then
local meta = io.open(metaPath, "r")
if meta then
for line in meta:lines() do
local key, value = line:match("(.+)=(.+)")
if key == "offset_x" then offsetX = tonumber(value) end
if key == "offset_y" then offsetY = tonumber(value) end
end
meta:close()
end
end
return offsetX, offsetY
end
-- Scan frames and return dimensions and metadata
function scanFramesForDimensions(basePath)
local maxWidth = 0
local maxHeight = 0
local maxOffsetX = 0
local maxOffsetY = 0
local maxRightEdge = -999999
local maxBottomEdge = -999999
local frameIndex = 0
local frameData = {}
while true do
local framePath = basePath .. "_" .. frameIndex .. ".png"
local metaPath = basePath .. "_" .. frameIndex .. ".meta"
if not app.fs.isFile(framePath) then break end
local image = Image{fromFile=framePath}
local offsetX, offsetY = readFrameMetadata(metaPath)
-- Store frame data
frameData[frameIndex] = {
path = framePath,
width = image.width,
height = image.height,
offsetX = offsetX,
offsetY = offsetY
}
-- Track maximums
maxOffsetX = math.max(maxOffsetX, offsetX)
maxOffsetY = math.max(maxOffsetY, offsetY)
-- Track extents
local rightEdge = offsetX + image.width
local bottomEdge = offsetY + image.height
maxRightEdge = math.max(maxRightEdge, rightEdge)
maxBottomEdge = math.max(maxBottomEdge, bottomEdge)
frameIndex = frameIndex + 1
end
return {
frameCount = frameIndex,
frameData = frameData,
maxWidth = maxRightEdge,
maxHeight = maxBottomEdge,
maxOffsetX = maxOffsetX,
maxOffsetY = maxOffsetY
}
end
-- Position a cel based on offset
function positionCelWithOffset(cel, offsetX, offsetY, maxOffsetX, maxOffsetY)
if not cel then return end
-- Calculate position based on offset from top-left
local adjustedX = maxOffsetX - offsetX
local adjustedY = maxOffsetY - offsetY
-- Set position
cel.position = Point(adjustedX, adjustedY)
-- Store offset data
setCelOffsetData(cel, offsetX, offsetY)
return adjustedX, adjustedY
end
-- Create and position a frame cel with proper metadata
function addFrameCel(sprite, layerIndex, frameImage, offsetX, offsetY, maxOffsetX, maxOffsetY)
-- Create layer if needed (first layer already exists)
local layer
if layerIndex == 0 then
layer = sprite.layers[1]
layer.name = "Frame 0"
-- Delete existing cel if present
if layer:cel(1) then
sprite:deleteCel(layer, 1)
end
else
layer = sprite:newLayer()
layer.name = "Frame " .. layerIndex
end
-- Calculate position
local adjustedX = maxOffsetX - offsetX
local adjustedY = maxOffsetY - offsetY
-- Create new cel with correct position
local cel = sprite:newCel(layer, 1, frameImage, Point(adjustedX, adjustedY))
-- Store offset data
setCelOffsetData(cel, offsetX, offsetY)
debug("Positioned frame " .. layerIndex .. " at (" .. adjustedX .. "," .. adjustedY .. ") with dimensions " ..
frameImage.width .. "x" .. frameImage.height)
return cel
end
-- Handle exporting a single frame
function exportSingleFrame(tempDir, layer, frameIndex, layerOffsets, metaFile)
local filepath = app.fs.joinPath(tempDir, "frame" .. frameIndex .. ".png")
debug("Exporting layer " .. frameIndex .. " as frame " .. frameIndex)
-- Get the cel for this layer
local cel = layer:cel(1)
if not cel then return false end
-- Get just the cel image (not including position)
local celImage = cel.image
-- Write the image directly to a file
celImage:saveAs(filepath)
-- Verify the file was created
if not app.fs.isFile(filepath) then
debug("WARNING: Failed to export frame " .. frameIndex)
return false
end
-- Get offset from cel data
local offsetData = getCelOffsetData(cel)
local offsetX = offsetData and offsetData.offsetX or 0
local offsetY = offsetData and offsetData.offsetY or 0
-- Write to metadata file
metaFile:write(string.format("frame%d_offset_x=%d\n", frameIndex, offsetX))
metaFile:write(string.format("frame%d_offset_y=%d\n", frameIndex, offsetY))
debug("Exported frame " .. frameIndex .. " with dimensions " ..
celImage.width .. "x" .. celImage.height ..
" and offsets: " .. offsetX .. "," .. offsetY)
return true
end
function processImport(shpFile, paletteFile, outputBasePath, createSeparateFrames)
if not converterExists then
showError("SHP converter not found at: " .. converterPath)
return false
end
debug("Importing SHP: " .. shpFile)
debug("Palette: " .. (paletteFile ~= "" and paletteFile or "default"))
debug("Output: " .. outputBasePath)
-- Check if file exists
if not app.fs.isFile(shpFile) then
showError("SHP file not found: " .. shpFile)
return false
end
-- Extract base filename from the SHP file (without path and extension)
local shpBaseName = shpFile:match("([^/\\]+)%.[^.]*$") or "output"
shpBaseName = shpBaseName:gsub("%.shp$", "")
debug("Extracted SHP base name: " .. shpBaseName)
-- Extract output directory from outputBasePath
local outputDir = outputBasePath:match("(.*[/\\])") or ""
-- Combine to get the actual path where files will be created
local actualOutputBase = outputDir .. shpBaseName
debug("Expected output base: " .. actualOutputBase)
-- Create command - always use separate frames mode
local cmd = quoteIfNeeded(converterPath) .. " import " .. quoteIfNeeded(shpFile) .. " " .. quoteIfNeeded(outputBasePath)
-- Only add palette if it's not empty
if paletteFile and paletteFile ~= "" then
cmd = cmd .. " " .. quoteIfNeeded(paletteFile)
end
-- Always use separate frames
cmd = cmd .. " separate"
debug("Executing: " .. cmd)
-- Execute command
local success = executeHidden(cmd)
-- Check for output files
local firstFrame = actualOutputBase .. "_0.png"
debug("Looking for first frame at: " .. firstFrame)
debug("File exists: " .. tostring(app.fs.isFile(firstFrame)))
if not app.fs.isFile(firstFrame) then
debug("ERROR: Failed to convert SHP file")
return false
end
-- Continue with loading the frames
debug("Loading output files into Aseprite")
-- Scan all frames once to get dimensions and metadata
local framesInfo = scanFramesForDimensions(actualOutputBase)
if framesInfo.frameCount == 0 then
debug("ERROR: No frames found after conversion")
return false
end
debug("Found " .. framesInfo.frameCount .. " frames, canvas size: "
.. framesInfo.maxWidth .. "x" .. framesInfo.maxHeight)
-- Open and setup the sprite
debug("Opening first frame: " .. framesInfo.frameData[0].path)
-- Disable animation detection before opening
disableAnimationDetection()
local sprite = app.open(framesInfo.frameData[0].path)
restoreAnimationDetection()
if not sprite then
showError("Failed to open first frame")
return false
end
-- Set filename
sprite.filename = shpFile
-- Save original first frame dimensions and image before resizing
local frame0 = framesInfo.frameData[0]
local originalImage = Image(sprite.cels[1].image)
debug("Saved original first frame image: " .. originalImage.width .. "x" .. originalImage.height)
-- Resize the sprite to the calculated dimensions
if sprite.width ~= framesInfo.maxWidth or sprite.height ~= framesInfo.maxHeight then
debug("Resizing from " .. sprite.width .. "x" .. sprite.height ..
" to " .. framesInfo.maxWidth .. "x" .. framesInfo.maxHeight)
sprite:resize(framesInfo.maxWidth, framesInfo.maxHeight, 0, 0)
end
-- Rename the first layer
local firstLayer = sprite.layers[1]
firstLayer.name = "Frame 1"
-- Replace the first cel with the original image
-- or the offset is lost
sprite:deleteCel(firstLayer, 1)
-- Create a new cel with the original image
local adjustedX = framesInfo.maxOffsetX - frame0.offsetX
local adjustedY = framesInfo.maxOffsetY - frame0.offsetY
local firstCel = sprite:newCel(firstLayer, 1, originalImage, Point(adjustedX, adjustedY))
-- Store offset data
setCelOffsetData(firstCel, frame0.offsetX, frame0.offsetY)
debug("Positioned first cel at (" .. adjustedX .. "," .. adjustedY .. ") with dimensions " ..
originalImage.width .. "x" .. originalImage.height)
-- Process each frame
for frameIndex = 0, framesInfo.frameCount - 1 do
local frame = framesInfo.frameData[frameIndex]
local frameImage
-- For first frame, use the saved original image
if frameIndex == 0 then
frameImage = originalImage
else
frameImage = Image{fromFile=frame.path}
end
-- Add as layer/cel with proper positioning
addFrameCel(sprite, frameIndex, frameImage, frame.offsetX, frame.offsetY,
framesInfo.maxOffsetX, framesInfo.maxOffsetY)
end
-- Set layer edges to be visible after import
if app.preferences then
-- Use the correct document preferences API
local docPref = app.preferences.document(sprite)
if docPref and docPref.show then
docPref.show.layer_edges = true
debug("Enabled layer edges display for this document")
else
debug("Could not set layer_edges preference (show section not found in document preferences)")
end
else
debug("Could not set layer_edges preference (preferences not available)")
end
return true, sprite
end
function importSHP(filename)
-- Normal dialog flow for manual import
local dlg = Dialog("Import SHP File")
dlg:file{
id="shpFile",
label="SHP File:",
title="Select SHP File",
open=true,
filetypes={"shp"},
focus=true
}
dlg:file{
id="paletteFile",
label="Palette File (optional):",
open=true
}
-- Store dialog result in outer scope
local dialogResult = false
local importSettings = {}
dlg:button{
id="import",
text="Import",
onclick=function()
dialogResult = true
importSettings.shpFile = dlg.data.shpFile
importSettings.paletteFile = dlg.data.paletteFile
dlg:close()
end
}
dlg:button{
id="cancel",
text="Cancel",
onclick=function()
dialogResult = false
dlg:close()
end
}
-- Show dialog
dlg:show()
-- Handle result
if not dialogResult then return end
if not importSettings.shpFile or importSettings.shpFile == "" then
showError("Please select an SHP file to import")
return
end
-- Create temp directory for files
local tempDir = app.fs.joinPath(app.fs.tempPath, "exult-shp-" .. os.time())
app.fs.makeDirectory(tempDir)
-- Prepare output file path
local outputBasePath = app.fs.joinPath(tempDir, "output")
return processImport(importSettings.shpFile,
importSettings.paletteFile or "",
outputBasePath,
true)
end
function exportSHP()
-- Get active sprite
local sprite = app.activeSprite
if not sprite then
showError("No active sprite to export")
return
end
-- Store original default extension preference
local originalDefaultExt = nil
if app.preferences and app.preferences.save_file then
originalDefaultExt = app.preferences.save_file.default_extension
-- Set SHP as default extension during export
app.preferences.save_file.default_extension = "shp"
debug("Temporarily set default image extension to SHP")
end
-- Check if sprite uses indexed color mode
if sprite.colorMode ~= ColorMode.INDEXED then
showError("SHP format needs an indexed palette. Convert your sprite to Indexed color mode first.")
return
end
-- Default offset values for fallback
local defaultOffsetX = math.floor(sprite.width / 2)
local defaultOffsetY = math.floor(sprite.height / 2)
-- Count how many layers already have offset data
local layersWithOffsets = 0
for _, layer in ipairs(sprite.layers) do
local cel = layer:cel(1)
if cel and getCelOffsetData(cel) then
layersWithOffsets = layersWithOffsets + 1
end
end
-- Show initial export dialog
local dlg = Dialog("Export SHP File")
dlg:file{
id="outFile",
label="Output SHP File:",
save=true,
filetypes={"shp"},
focus=true
}
-- Show informational text about layer offsets
if layersWithOffsets == #sprite.layers then
dlg:label{
id="allOffsetsSet",
text="All layers have offset data. Ready to export."
}
elseif layersWithOffsets > 0 then
dlg:label{
id="someOffsetsSet",
text=layersWithOffsets .. " of " .. #sprite.layers .. " layers have offset data. You'll be prompted for the rest."
}
else
dlg:label{
id="noOffsets",
text="No layers have offset data. You'll be prompted to set offsets for each layer."
}
end
-- Add option to edit existing offsets
dlg:check{
id="editExisting",
text="Edit existing offsets",
selected=false
}
-- Store dialog result in outer scope
local dialogResult = false
local exportSettings = {}
dlg:button{
id="export",
text="Export",
onclick=function()
dialogResult = true
exportSettings.outFile = dlg.data.outFile
exportSettings.editExisting = dlg.data.editExisting
dlg:close()
end
}
dlg:button{
id="cancel",
text="Cancel",
onclick=function()
dialogResult = false
dlg:close()
end
}
-- Show dialog
dlg:show()
-- Handle result
if not dialogResult then return end
if not exportSettings.outFile or exportSettings.outFile == "" then
showError("Please specify an output SHP file")
return
end
if not converterExists then
showError("SHP converter not found at: " .. converterPath)
return
end
-- Create temp directory for files
local tempDir = app.fs.joinPath(app.fs.tempPath, "exult-shp-" .. os.time())
app.fs.makeDirectory(tempDir)
-- Prepare file paths
local metaPath = app.fs.joinPath(tempDir, "metadata.txt")
local basePath = app.fs.joinPath(tempDir, "frame")
-- Create metadata file
local meta = io.open(metaPath, "w")
meta:write(string.format("num_frames=%d\n", #sprite.layers))
-- Track frame offsets - the index in this array is the export frame number
local layerOffsets = {}
-- First pass: Check which layers need offset prompts
for i, layer in ipairs(sprite.layers) do
local offsetNeeded = true
-- Check for cel user data first
local cel = layer:cel(1)
local offsetData = cel and getCelOffsetData(cel)
if offsetData and not exportSettings.editExisting then
layerOffsets[i] = {
x = offsetData.offsetX,
y = offsetData.offsetY,
fromData = true
}
offsetNeeded = false
debug("Using existing offset from cel data for layer " .. i .. ": " .. offsetData.offsetX .. "," .. offsetData.offsetY)
end
-- Mark for prompting if still needed
if offsetNeeded then
layerOffsets[i] = {
needsPrompt = true
}
end
end
-- Second pass: Prompt for missing offsets
for i, layerData in ipairs(layerOffsets) do
if layerData.needsPrompt then
-- Make this layer visible and others invisible for visual reference
for j, otherLayer in ipairs(sprite.layers) do
otherLayer.isVisible = (j == i)
end
-- Create prompt dialog for this specific layer
local layerDlg = Dialog("Layer Offset")
-- Get cleaner name (without offset info)
local cleanName = sprite.layers[i].name:gsub(" %[.*%]$", "")
layerDlg:label{
id="info",
text="Set offset for " .. cleanName .. " (" .. i .. " of " .. #sprite.layers .. ")"
}
-- If we have existing data, use it as default
local cel = sprite.layers[i]:cel(1)
local existingData = cel and getCelOffsetData(cel)
local initialX = defaultOffsetX
local initialY = defaultOffsetY
if existingData then
initialX = existingData.offsetX
initialY = existingData.offsetY
end
layerDlg:number{
id="offsetX",
label="Offset X:",
text=tostring(initialX),
decimals=0
}
layerDlg:number{
id="offsetY",
label="Offset Y:",
text=tostring(initialY),
decimals=0
}
local layerResult = false
layerDlg:button{
id="ok",
text="OK",
onclick=function()
layerResult = true
layerOffsets[i] = {
x = layerDlg.data.offsetX,
y = layerDlg.data.offsetY
}
layerDlg:close()
end
}
-- Show dialog and wait for result
layerDlg:show{wait=true}
-- If user cancelled, use defaults or existing data
if not layerResult then
if existingData then
layerOffsets[i] = {
x = existingData.offsetX,
y = existingData.offsetY
}
else
layerOffsets[i] = {
x = defaultOffsetX,
y = defaultOffsetY
}
end
end
-- Store the value in the cel for future use
local cel = sprite.layers[i]:cel(1)
if cel then
setCelOffsetData(cel, layerOffsets[i].x, layerOffsets[i].y)
end
end
end
-- Restore all layers to visible
for _, layer in ipairs(sprite.layers) do
layer.isVisible = true
end
-- Now export each layer as a frame
for i, layer in ipairs(sprite.layers) do
local frameIndex = i - 1 -- Convert to 0-based for the SHP file
exportSingleFrame(tempDir, layer, frameIndex, layerOffsets, meta)
end
-- Close metadata file
meta:close()
-- Create and execute the export command
local cmd = quoteIfNeeded(converterPath) ..
" export " ..
quoteIfNeeded(basePath) ..
" " .. quoteIfNeeded(exportSettings.outFile) ..
" 0" ..
" " .. layerOffsets[1].x ..
" " .. layerOffsets[1].y ..
" " .. quoteIfNeeded(metaPath)
debug("Executing: " .. cmd)
-- Execute command
local success = executeHidden(cmd)
-- Restore original default extension preference
if app.preferences and app.preferences.save_file and originalDefaultExt ~= nil then
app.preferences.save_file.default_extension = originalDefaultExt
debug("Restored original default image extension")
end
if success then
app.alert("SHP file exported successfully.")
else
showError("Failed to export SHP file.")
end
end
function init(plugin)
debug("Initializing plugin...")
-- Register file format first
local formatRegistered = registerSHPFormat()
debug("SHP format registered: " .. tostring(formatRegistered))
-- Register commands
plugin:newCommand{
id="ImportSHP",
title="Import SHP...",
group="file_import",
onclick=function() importSHP() end
}
plugin:newCommand{
id="ExportSHP",
title="Export SHP...",
group="file_export",
onclick=exportSHP
}
end
return { init=init }
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