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class_name SpriteFormat
## Byte Length: 2 [br]
## SP
var signature: String = "SP"
## Byte Type: u8 [br]
## Byte Length: 2
var version: Version
## Byte Type: u16 [br]
## Byte Length: 2
var palette_image_count: int
## Byte Type: u16 [br]
## Byte Length: 2
var rgba_image_count: int
## Length: [member palette_image_count]
var palette_image_data: Array[PaletteImageData]
## Byte Type: u8 [br]
## Byte Length: [member rgba_image_count]
var rgba_image_data: Array[RGBAImageData]
## Byte Type: u16 [br]
## Byte Length: 256 * 4 (rgba u8) [br]
## The color with palette index 0 can be considered the "background color". [br]
## It must be cleared manually on load.
var palette: Array[PaletteColor]
var filepath: String
static func from_file(path: String) -> SpriteFormat:
var sprite_format = from_bytes(FileAccess.get_file_as_bytes(path))
sprite_format.filepath = path
return sprite_format
static func from_bytes(bytes: PackedByteArray) -> SpriteFormat:
var sprite_format = SpriteFormat.new()
@warning_ignore("shadowed_variable")
var version = Version.new()
version.minor = bytes.decode_u8(2)
version.major = bytes.decode_u8(3)
sprite_format.version = version
sprite_format.palette_image_count = bytes.decode_u16(4)
sprite_format.rgba_image_count = bytes.decode_u16(6)
sprite_format.palette_image_data = [] as Array[PaletteImageData]
var palette_image_offset = 8
var processed_palette_images = 0
while processed_palette_images < sprite_format.palette_image_count:
var data = PaletteImageData.new()
data.width = bytes.decode_u16(palette_image_offset)
data.height = bytes.decode_u16(palette_image_offset + 2)
data.data_size = bytes.decode_u16(palette_image_offset + 4)
data.encoded_data = bytes.slice(
palette_image_offset + 6,
palette_image_offset + 6 + data.data_size
)
data.decode()
sprite_format.palette_image_data.append(data)
processed_palette_images += 1
palette_image_offset += data.get_byte_length()
sprite_format.rgba_image_data = [] as Array[RGBAImageData]
var rgba_image_offset = palette_image_offset
var processed_rgba_images = 0
while processed_rgba_images < sprite_format.rgba_image_count:
var data = RGBAImageData.new()
data.width = bytes.decode_u16(rgba_image_offset)
data.height = bytes.decode_u16(rgba_image_offset + 2)
data.data = [] as Array[RGBAImageData.Pixel]
for _idx in (data.width * data.height):
var pixel = RGBAImageData.Pixel.new()
pixel.r = bytes.decode_u8(rgba_image_offset + 4)
pixel.g = bytes.decode_u8(rgba_image_offset + 5)
pixel.b = bytes.decode_u8(rgba_image_offset + 6)
pixel.a = bytes.decode_u8(rgba_image_offset + 7)
data.data.append(pixel)
sprite_format.rgba_image_data.append(data)
processed_rgba_images += 1
rgba_image_offset += data.get_byte_length()
sprite_format.palette = [] as Array[PaletteColor]
var palette_offset = rgba_image_offset
while palette_offset < bytes.size():
var color = PaletteColor.new()
color.r = bytes.decode_u8(palette_offset)
color.g = bytes.decode_u8(palette_offset + 1)
color.b = bytes.decode_u8(palette_offset + 2)
color.a = bytes.decode_u8(palette_offset + 3)
sprite_format.palette.append(color)
palette_offset += 4
return sprite_format
func save_to_file():
assert(filepath != "")
var base_dir = filepath.substr(0, filepath.length() - 4) # cut off .spr
DirAccess.make_dir_recursive_absolute(base_dir)
for idx in palette_image_data.size():
var data: PaletteImageData = palette_image_data[idx]
var image = Image.create_from_data(
data.width,
data.height,
false,
Image.FORMAT_RGBA8,
data.get_rgba_data(palette)
)
image.save_png("%s/%s.png" % [base_dir, str(idx).pad_zeros(3)])
func files_exist() -> bool:
assert(filepath != "")
var base_dir = filepath.substr(0, filepath.length() - 4) # cut off .spr
return DirAccess.dir_exists_absolute(base_dir)
class PaletteImageData:
## Byte Type: u16
## Byte Length: 2
var width: int
## Byte Type: u16
## Byte Length: 2
var height: int
## Byte Type: u16
## Byte Length: 2
var data_size: int
## Byte Type: u8
## Byte Length: [member data_size]
var encoded_data: PackedByteArray
var decoded_data: PackedByteArray
func get_byte_length() -> int:
return 6 + data_size
func decode():
decoded_data = PackedByteArray([])
var offset = 0
while offset < encoded_data.size():
var byte = encoded_data.decode_u8(offset)
if byte == 0:
var length = encoded_data.decode_u8(offset + 1)
var padding = PackedByteArray([])
padding.resize(length)
padding.fill(0)
decoded_data.append_array(padding)
offset += 2
else:
decoded_data.append(byte)
offset += 1
func get_rgba_data(palette: Array[PaletteColor]) -> PackedByteArray:
var rgba := PackedByteArray([])
var background_color := palette[0]
for idx in decoded_data:
var color := palette[idx]
if color == background_color:
rgba.append_array(PackedByteArray([0, 0, 0, 0]))
else:
rgba.append_array(color.to_bytes())
return rgba
class PaletteColor:
const BYTE_LENGTH := 4
var r: int
var g: int
var b: int
var a: int
func to_bytes():
return PackedByteArray([r, g, b, 255])
class RGBAImageData:
## Byte Type: u16
## Byte Length: 2
var width: int
## Byte Type: u16
## Byte Length: 2
var height: int
## Byte Type: u8
## Byte Length: width * height * RGBAPixel.byte_length
var data: Array[Pixel]
class Pixel:
const BYTE_LENGTH := 4
var r: int
var g: int
var b: int
var a: int
func get_byte_length() -> int:
return 4 + width * height * Pixel.BYTE_LENGTH
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