304 lines
7.2 KiB
Lua
304 lines
7.2 KiB
Lua
-- pxl8 tile properties dialog menu
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-- provides a ui for editing custom properties on tilemap tiles
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local DEBUG = false
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local function log(msg)
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if DEBUG then
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print("[tile-properties] " .. msg)
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end
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end
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local function get_selected_tile()
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log("get_selected_tile() called")
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if not app then
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log("ERROR: app is nil!")
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return nil
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end
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local sprite = app.sprite
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log("sprite: " .. tostring(sprite))
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if not sprite then
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log("No sprite selected")
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return nil
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end
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local layer = app.layer
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log("layer: " .. tostring(layer))
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if not layer or not layer.isTilemap then
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log("Layer is not a tilemap")
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return nil
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end
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local tileset = layer.tileset
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log("tileset: " .. tostring(tileset))
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if not tileset then
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log("No tileset in layer")
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return nil
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end
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local tileIndex = app.fgTile
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log("tileIndex: " .. tostring(tileIndex))
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if not tileIndex or tileIndex < 0 then
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log("Invalid tile index")
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return nil
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end
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log("Selected tile: tileset=" .. tostring(tileset) .. ", index=" .. tostring(tileIndex))
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return tileset, tileIndex
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end
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local function get_tile_properties(tileset, tile_index)
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log("get_tile_properties() called for tile index: " .. tostring(tile_index))
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local tile = tileset:tile(tile_index)
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if not tile then
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log("Could not get tile object")
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return {}
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end
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if not tile.properties then
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log("Tile has no properties")
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return {}
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end
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local props = {}
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for key, value in pairs(tile.properties) do
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local propType = "string"
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if type(value) == "boolean" then
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propType = "boolean"
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elseif type(value) == "number" then
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propType = "number"
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end
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table.insert(props, {
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key = key,
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type = propType,
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value = value
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})
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end
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log("Found " .. #props .. " properties")
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return props
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end
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local function set_tile_properties(tileset, tile_index, props)
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log("set_tile_properties() called for tile index: " .. tostring(tile_index))
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local tile = tileset:tile(tile_index)
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if not tile then
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log("Could not get tile object")
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return
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end
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tile.properties = {}
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local count = 0
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for _, prop in ipairs(props) do
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if prop.key and prop.key ~= "" then
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local value = prop.value
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if prop.type == "boolean" then
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value = (value == true or value == "true")
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elseif prop.type == "number" then
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value = tonumber(value) or 0
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end
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tile.properties[prop.key] = value
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count = count + 1
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end
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end
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log("Set " .. count .. " properties")
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end
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local function show_property_editor()
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log("show_property_editor() called")
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local tileset, tile_index = get_selected_tile()
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if not tileset then
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log("No tileset selected, showing alert")
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app.alert("Please select a tile in the tileset")
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return
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end
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log("Getting properties for tile")
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local properties = get_tile_properties(tileset, tile_index)
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local function build_dialog()
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local dlg = Dialog("Tile Properties - Tile #" .. tile_index)
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for i, prop in ipairs(properties) do
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local id_prefix = "prop_" .. i .. "_"
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local prop_value = prop
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dlg:separator{ id = id_prefix .. "sep" }
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dlg:newrow()
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dlg:entry{
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id = id_prefix .. "key",
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label = "Name:",
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text = prop_value.key
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}
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dlg:newrow()
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dlg:combobox{
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id = id_prefix .. "type",
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label = "Type:",
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option = prop_value.type,
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options = { "boolean", "number", "string" },
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onchange = function()
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local new_type = dlg.data[id_prefix .. "type"]
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if new_type ~= prop_value.type then
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if new_type == "boolean" then
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properties[i].value = false
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elseif new_type == "number" then
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properties[i].value = 0
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else
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properties[i].value = ""
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end
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properties[i].type = new_type
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rebuild_from_dialog(dlg)
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end
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end
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}
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dlg:newrow()
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if prop_value.type == "boolean" then
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dlg:check{
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id = id_prefix .. "value",
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label = "Value:",
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selected = prop_value.value
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}
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elseif prop_value.type == "number" then
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dlg:number{
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id = id_prefix .. "value",
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label = "Value:",
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text = tostring(prop_value.value),
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decimals = 0
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}
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else
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dlg:entry{
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id = id_prefix .. "value",
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label = "Value:",
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text = tostring(prop_value.value)
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}
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end
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dlg:button{
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id = id_prefix .. "delete",
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text = "Delete",
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onclick = function()
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sync_from_dialog(dlg)
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table.remove(properties, i)
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rebuild_from_dialog(dlg)
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end
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}
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dlg:newrow()
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end
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dlg:separator()
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dlg:button{
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id = "add_btn",
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text = "Add Property",
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onclick = function()
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sync_from_dialog(dlg)
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table.insert(properties, {
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key = "",
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type = "string",
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value = ""
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})
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rebuild_from_dialog(dlg)
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end
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}
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dlg:button{
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text = "Apply Changes",
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onclick = function()
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sync_from_dialog(dlg)
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local new_props = {}
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for _, prop in ipairs(properties) do
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if prop.key and prop.key ~= "" then
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table.insert(new_props, prop)
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end
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end
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set_tile_properties(tileset, tile_index, new_props)
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end
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}
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dlg:separator()
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dlg:button{
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text = "OK",
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focus = true,
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onclick = function()
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sync_from_dialog(dlg)
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local new_props = {}
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for _, prop in ipairs(properties) do
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if prop.key and prop.key ~= "" then
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table.insert(new_props, prop)
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end
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end
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set_tile_properties(tileset, tile_index, new_props)
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dlg:close()
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end
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}
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dlg:button{ text = "Cancel" }
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return dlg
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end
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function sync_from_dialog(dlg)
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log("sync_from_dialog() called")
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for i = 1, #properties do
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local id_prefix = "prop_" .. i .. "_"
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local data = dlg.data
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log(" Property " .. i .. ":")
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if data[id_prefix .. "key"] then
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properties[i].key = data[id_prefix .. "key"]
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log(" key = " .. tostring(properties[i].key))
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end
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if data[id_prefix .. "type"] then
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properties[i].type = data[id_prefix .. "type"]
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log(" type = " .. tostring(properties[i].type))
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end
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if data[id_prefix .. "value"] ~= nil then
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properties[i].value = data[id_prefix .. "value"]
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log(" value = " .. tostring(properties[i].value) .. " (type: " .. type(properties[i].value) .. ")")
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else
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log(" WARNING: value is nil in dialog data!")
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end
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end
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end
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function rebuild_from_dialog(old_dlg)
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old_dlg:close()
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local new_dlg = build_dialog()
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new_dlg:show()
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end
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local dlg = build_dialog()
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dlg:show()
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end
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function init(plugin)
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if not plugin then
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print("[tile-properties] ERROR: plugin is nil!")
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return
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end
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plugin:newCommand{
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id = "TilePropertiesEditor",
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title = "Tile Properties",
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group = "sprite_properties",
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onenabled = function()
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local tileset, tile_index = get_selected_tile()
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return tileset ~= nil and tile_index ~= nil
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end,
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onclick = show_property_editor
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}
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end
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function exit(plugin)
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end
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