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jest_import_packed_atlas.lua
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jest_import_packed_atlas.lua
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local json = {_version = "0.1.1"}
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
["\\"] = "\\\\",
["\""] = "\\\"",
["\b"] = "\\b",
["\f"] = "\\f",
["\n"] = "\\n",
["\r"] = "\\r",
["\t"] = "\\t"
}
local escape_char_map_inv = {["\\/"] = "/"}
for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end
local function escape_char(c)
return escape_char_map[c] or string.format("\\u%04x", c:byte())
end
local function encode_nil(val) return "null" end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if val[1] ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then error("invalid table: sparse array") end
-- Encode
for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
["nil"] = encode_nil,
["table"] = encode_table,
["string"] = encode_string,
["number"] = encode_number,
["boolean"] = tostring
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then return f(val, stack) end
error("unexpected type '" .. t .. "'")
end
function json.encode(val) return (encode(val)) end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do res[select(i, ...)] = true end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {["true"] = true, ["false"] = false, ["null"] = nil}
local function next_char(str, idx, set, negate)
for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error(string.format("%s at line %d col %d", msg, line_count, col_count))
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128,
n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error(string.format("invalid unicode codepoint '%x'", n))
end
local function parse_unicode_escape(s)
local n1 = tonumber(s:sub(3, 6), 16)
local n2 = tonumber(s:sub(9, 12), 16)
-- Surrogate pair?
if n2 then
return
codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local has_unicode_escape = false
local has_surrogate_escape = false
local has_escape = false
local last
for j = i + 1, #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
end
if last == 92 then -- "\\" (escape char)
if x == 117 then -- "u" (unicode escape sequence)
local hex = str:sub(j + 1, j + 5)
if not hex:find("%x%x%x%x") then
decode_error(str, j, "invalid unicode escape in string")
end
if hex:find("^[dD][89aAbB]") then
has_surrogate_escape = true
else
has_unicode_escape = true
end
else
local c = string.char(x)
if not escape_chars[c] then
decode_error(str, j,
"invalid escape char '" .. c .. "' in string")
end
has_escape = true
end
last = nil
elseif x == 34 then -- '"' (end of string)
local s = str:sub(i + 1, j - 1)
if has_surrogate_escape then
s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
end
if has_unicode_escape then
s = s:gsub("\\u....", parse_unicode_escape)
end
if has_escape then s = s:gsub("\\.", escape_char_map_inv) end
return s, j + 1
else
last = x
end
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then decode_error(str, i, "invalid number '" .. s .. "'") end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
['"'] = parse_string,
["0"] = parse_number,
["1"] = parse_number,
["2"] = parse_number,
["3"] = parse_number,
["4"] = parse_number,
["5"] = parse_number,
["6"] = parse_number,
["7"] = parse_number,
["8"] = parse_number,
["9"] = parse_number,
["-"] = parse_number,
["t"] = parse_literal,
["f"] = parse_literal,
["n"] = parse_literal,
["["] = parse_array,
["{"] = parse_object
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then return f(str, idx) end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then decode_error(str, idx, "trailing garbage") end
return res
end
--[[
jest_import_packed_atlas
Useful in case you lose your ASE file and only have the output .png & .json files
This script IMPORTS packed sprites, e,g texture atlases, or exports from aseprite, back into their original form.
Just open the png file up as the current tab, select the corresponding json and done.
!!WARNING: PROBABLY DOES NOT SUPPORT ROTATED TEXTURE ATLASES!!
It will also import tags if they exist in the json file
This script also has CLI support so you can mass convert your texture atlases:
NOTE THAT PATHS MUST BE ABSOLUTE, EG:
WARNING! IT WILL SAVE IN THE SAME DIRECTORY AS THE PNG FILE! Becareful if you already have an .ase file in the same directory with the same name as the .png
'--save-as' flag DOES NOT WORK and I'm too lazy to add an export script-param var
png & json paths don't have to be absolute but script path has to, at least these are my problems. Use all absolute paths if you are having issues
aseprite.exe <C:\SPRITE.png> --script-param json="C:\SPRITE.json" --script "C:\jest_import_packed_atlas.lua" --batch
Your .json file can be either in array form, e.g:
{"frames": [
{
"filename": "Green Flash"
"frame": {"x":1,"y":1,"w":31,"h":301},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":31,"h":301},
"sourceSize": {"w":31,"h":301
}
]}
or hash form:
{"frames": {
"Green Flash":
{
"frame": {"x":1,"y":1,"w":31,"h":301},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":31,"h":301},
"sourceSize": {"w":31,"h":301}
}}}
If you see all white colors, it means you didn't have the packed sprite selected as the current tab when running this script
Check out jest_import_existing_tags(https://github.com/jestarray/aseprite-scripts/blob/master/jest_import_existing_tags.lua) if your json file also has meta data animation tags
Credits:
json decoding by rxi - https://github.com/rxi/json.lua
script by jest(https://github.com/jestarray/aseprite-scripts) - for aseprite versions > 1.2.10
Public domain, do whatever you want
]]
-- start main
local function split(str, sep)
local result = {}
local regex = ("([^%s]+)"):format(sep)
for each in str:gmatch(regex) do table.insert(result, each) end
return result
end
-- Image, Image, Rect, Rect, palette
-- src and dest are image classes
local function draw_section(src_img, dest_img, src_rect, dest_rect, palette)
local frame = src_rect
local source = dest_rect
for y = 0, frame.h - 1, 1 do
for x = 0, frame.w - 1, 1 do
local src_x = frame.x + x
local src_y = frame.y + y
local color_or_index = src_img:getPixel(src_x, src_y)
local color;
if src_img.colorMode == ColorMode.INDEXED then
-- fixes greenish artifacts when importing from an indexed file: https://discord.com/channels/324979738533822464/324979738533822464/975147445564604416
-- because indexed sprites have a special index as the transparent color: https://www.aseprite.org/docs/color-mode/#indexed
if color_or_index ~= src_img.spec.transparentColor then
color = palette:getColor(color_or_index)
else
color = Color {r = 0, g = 0, b = 0, a = 0}
end
else
color = color_or_index
end
-- DEPENDS ON THE COLOR MODE, MAKE SURE ITS NOT INDEXED, if indexed, grab the index coolor from the pallete, otherwise it is the color
local dest_x = source.x + x
local dest_y = source.y + y
dest_img:drawPixel(dest_x, dest_y, color)
end
end
end
-- takes in jsondata.frames
local function jhash_to_jarray(hash)
local res = {}
for key, obj in pairs(hash) do
obj["filename"] = key
table.insert(res, obj)
end
table.sort(res, function(a, b) return a.filename < b.filename end)
return res
end
local function is_array(hash)
local res = false
for key, obj in pairs(hash) do
if type(key) == "number" then
res = true
break
end
end
return res
end
local function build(filepath)
local f = io.open(filepath, "r+"):read('a')
local jsondata = json.decode(f)
if jsondata == nil then
print("could not load file " .. filepath)
print("check your json file for errors")
return 1
end
local image = app.activeImage
local sprite = app.activeSprite
if not is_array(jsondata.frames) then
-- convert it so we can use it as an array
jsondata.frames = jhash_to_jarray(jsondata.frames)
end
local og_size = jsondata.frames[1].sourceSize
local new_sprite = Sprite(og_size.w, og_size.h)
new_sprite.filename = app.fs.fileTitle(filepath);
new_sprite:setPalette(sprite.palettes[1])
local frame = new_sprite.frames[1]
for index, aframe in pairs(jsondata.frames) do
local src_loc = aframe.frame
local place_loc = aframe.spriteSourceSize
local dest_img = new_sprite.cels[index].image
frame = new_sprite:newFrame()
draw_section(image, dest_img, src_loc, place_loc, sprite.palettes[1])
if aframe.duration ~= nil then
frame.previous.duration = aframe.duration / 1000
end
end
-- # is the length operator, delete the extra empty frame
new_sprite:deleteFrame(#new_sprite.frames)
-- IMPORTING FRAME TAGS
if jsondata.meta ~= nil and jsondata.meta.frameTags then
for index, tag_data in pairs(jsondata.meta.frameTags) do
local name = tag_data.name
local from = tag_data.from + 1
local to = tag_data.to + 1
local direction = tag_data.direction
-- seems like exporting tags does not export their colors so no way to import them until aseprite starts exporting color of a tag in the output json file
local new_tag = new_sprite:newTag(from, to)
new_tag.name = name
new_tag.aniDir = direction
end
end
for index, frame_data in pairs(jsondata.frames) do
if frame_data.duration then
local duration = frame_data.duration
local current_frame = app.activeFrame
current_frame.duration = duration / 1000 -- duraction in the editor is in seconds, e.g 0.1
app.command.GoToNextFrame()
end
end
-- FIXES CEL BOUNDS FROM BEING INCORRECT https://github.com/aseprite/aseprite/issues/3206
app.command.CanvasSize {
ui = false,
left = 0,
top = 0,
right = 0,
bottom = 0,
trimOutside = true
}
end
local JKEY = "json"
local from_cli_json_path = app.params[JKEY]
if from_cli_json_path ~= nil then
build(from_cli_json_path)
-- weirdly filename must also have extension despite specifing it in 'filename-format' below
local name = app.fs.filePathAndTitle(from_cli_json_path) .. ".ase"
app.command.saveFileAs {["filename"] = name, ["filename-format"] = ".ase"}
else
local dlg = Dialog()
local PICKER = "picker"
local sprite = app.activeSprite
if sprite == nil then
print("you are not viewing a sprite on the active tab")
return 1
end
-- tries to guess that the png & json are in the same directory
local json_filepath = app.fs.filePathAndTitle(sprite.filename) .. ".json"
local exists_in_same_dir = app.fs.isFile(json_filepath)
if exists_in_same_dir == false then
json_filepath = "" -- not in same dir, look for it yourself
end
dlg:file{
id = PICKER,
label = "select animation data file(json)",
title = "animimation tag importer",
load = true,
open = true,
filename = json_filepath,
filetypes = {"json"}
}:button{
id = "Ok",
text = "Ok",
onclick = function()
build(dlg.data[PICKER])
dlg:close()
end
}:show()
end