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26 Commits

Author SHA1 Message Date
Looki2000
8413f98f4c fixeded error caused by int converting to float 2024-03-07 18:45:53 +01:00
152a07729a Update dependencies section in README.md 2024-03-05 18:15:21 +01:00
0b17893b45 Implement erasing 2024-03-05 18:14:54 +01:00
87a59a5207 Bring back opening last project 2024-03-05 11:33:38 +01:00
8c4eb2ddf9 Exporting now uses Unicode pages 2024-03-05 11:20:11 +01:00
440ff992da Remove unused files 2024-03-04 21:02:25 +01:00
5bddf37c05 Adjust project exporting 2024-03-04 21:01:14 +01:00
d6558a77dd Implement save project as 2024-03-03 20:21:35 +01:00
7b07074989 Implement new project creation 2024-03-03 20:17:42 +01:00
2b9505b7b3 Implement glyph search 2024-03-03 19:33:19 +01:00
43ea03b175 Don't allow changing current glyph if project is not loaded 2024-03-03 19:17:07 +01:00
fd356b5aa8 Show glyph name under preview 2024-03-03 19:16:11 +01:00
5ef7a7fcc0 Show glyph preview 2024-03-03 17:55:29 +01:00
6a7cfd0d65 Implement canvas zoom 2024-03-03 17:48:11 +01:00
dfde12daa6 Handle file dialog abort properly 2024-03-03 17:32:27 +01:00
d3b2bcce3b Implement canvas view moving 2024-03-03 17:27:39 +01:00
751e63e4e7 Nicer GUI layout 2024-03-03 17:12:32 +01:00
4b9ff9e035 Fix char data encoding 2024-03-03 17:06:37 +01:00
164b71a0c3 Implement project saving 2024-03-02 22:35:58 +01:00
f552becc18 Remove leftover PyGame based code 2024-03-02 22:23:21 +01:00
cde9c3485f Save modified characters in project data 2024-03-02 22:21:48 +01:00
0a3be7ef55 Character loading without numpy usage 2024-03-02 13:04:24 +01:00
b215b8ad39 Split editor canvas and project data to separate files 2024-03-02 12:28:14 +01:00
aba843ef1e Implement switching edited character 2024-03-01 21:52:39 +01:00
1870471445 Implement project opening and drawing editor canvas 2024-03-01 21:40:25 +01:00
83d0058218 Introduce basic GUI layout 2024-03-01 20:37:08 +01:00
7 changed files with 506 additions and 506 deletions

3
.gitignore vendored
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@ -2,4 +2,5 @@ __pycache__/
exports/*
last_path_cache.txt
*.fontproj
test export/
test export/
.vscode/

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@ -3,6 +3,4 @@
A bitmap font editor for PolyFont in PolyGun.
## Dependencies
- pygame
- numpy
- pillow
- pillow

176
canvas.py Normal file
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@ -0,0 +1,176 @@
import base64
import platform
import tkinter
GRID_COLOR = "#808080"
GRID_GUIDE_COLOR = (128, 128, 255)
class EditorCanvas(tkinter.Canvas):
def __init__(self,project,*args,**kwargs):
super().__init__(*args,**kwargs)
self.project=project
self.grid_size = 32
self.current_char=33
self.current_char_pixels=[]
self.current_char_modified=False
self.width=0
self.height=0
self.prev_mouse_x=0
self.prev_mouse_y=0
self.view_x=0
self.view_y=0
self.bind("<B1-Motion>",self.handle_draw)
self.bind("<Button-1>",self.handle_draw)
self.bind("<Button-2>",self.handle_move_start)
self.bind("<B2-Motion>",self.handle_move)
self.bind("<Button-3>",self.handle_erase)
self.bind("<B3-Motion>",self.handle_erase)
if platform.system()=="Windows" or platform.system()=="Darwin":
self.bind("<MouseWheel>",lambda event: self.handle_zoom(event.delta//120))
else:
# This will probably work only on X11
self.bind("<Button-4>",lambda _: self.handle_zoom(1))
self.bind("<Button-5>",lambda _: self.handle_zoom(-1))
def draw(self):
self.delete("all")
# draw grid
for x in range(self.project.char_res[0] + 1):
x = x * self.grid_size+self.view_x
self.create_line((x,self.view_y),(x,self.view_y+self.height),width=1,fill=GRID_COLOR)
for y in range(self.project.char_res[1] + 1):
y = y * self.grid_size+self.view_y
self.create_line((self.view_x,y),(self.view_x+self.width,y),width=1,fill=GRID_COLOR)
if self.project.does_char_exist(self.current_char) or self.current_char_modified:
for i in range(len(self.current_char_pixels)):
x=i//self.project.char_res[1]*self.grid_size+self.view_x
y=i%self.project.char_res[1]*self.grid_size+self.view_y
if self.current_char_pixels[i]>0:
self.create_rectangle((x,y),(x+self.grid_size,y+self.grid_size),fill="white")
else:
self.create_line((self.view_x,self.view_y),(self.view_x+self.width,self.view_y+self.height),width=3,fill="red")
self.create_line((self.view_x+self.width,self.view_y),(self.view_x,self.view_y+self.height),width=3,fill="red")
def handle_draw(self,event):
pixel_pos=self.cursor_pos_to_pixel((event.x,event.y))
if not pixel_pos:
return
self.current_char_modified=True
self.project.modified=True
self.current_char_pixels[pixel_pos[0]*self.project.char_res[1]+pixel_pos[1]]=1
self.draw()
def handle_move_start(self,event):
self.prev_mouse_x=event.x
self.prev_mouse_y=event.y
def handle_move(self,event):
self.view_x+=event.x-self.prev_mouse_x
self.view_y+=event.y-self.prev_mouse_y
self.prev_mouse_x=event.x
self.prev_mouse_y=event.y
self.draw()
def handle_erase(self,event):
pixel_pos=self.cursor_pos_to_pixel((event.x,event.y))
if not pixel_pos:
return
self.current_char_modified=True
self.project.modified=True
self.current_char_pixels[pixel_pos[0]*self.project.char_res[1]+pixel_pos[1]]=0
self.draw()
def handle_zoom(self,delta):
self.grid_size+=delta
self.width=self.project.char_res[0]*self.grid_size
self.height=self.project.char_res[1]*self.grid_size
self.draw()
def load_char(self):
self.current_char_modified=False
if not self.project.does_char_exist(self.current_char):
for x in range(len(self.current_char_pixels)):
self.current_char_pixels[x]=0
self.draw()
return
pixels=self.project.decode_char(chr(self.current_char))
for x in range(len(pixels)):
self.current_char_pixels[x]=pixels[x]
self.draw()
def save_char(self):
if not self.current_char_modified:
return
empty=True
for x in range(len(self.current_char_pixels)):
if self.current_char_pixels[x]>0:
empty=False
break
if empty:
if self.project.does_char_exist(self.current_char):
del(self.project.chars[chr(self.current_char)])
return
packed_data=[]
bit_counter=0
current_value=0
for pixel in self.current_char_pixels:
if bit_counter==8:
packed_data.append(current_value)
bit_counter=0
current_value=0
current_value|=(pixel<<(7-bit_counter))
bit_counter+=1
if bit_counter>1:
packed_data.append(current_value)
self.project.chars[chr(self.current_char)]=base64.b64encode(bytes(packed_data)).decode("ascii")
def prev_glyph(self):
self.save_char()
self.current_char-=1
self.keep_current_char_in_bounds()
self.load_char()
self.draw()
def next_glyph(self):
self.save_char()
self.current_char+=1
self.keep_current_char_in_bounds()
self.load_char()
self.draw()
def cursor_pos_to_pixel(self,pos):
pixel_pos = ((pos[0]-self.view_x) // self.grid_size, (pos[1]-self.view_y) // self.grid_size)
if pixel_pos[0]<0 or pixel_pos[0]>=self.project.char_res[0] or pixel_pos[1]<0 or pixel_pos[1]>=self.project.char_res[1]:
return None
return pixel_pos
def keep_current_char_in_bounds(self):
if self.current_char<0:
self.current_char=0
elif self.current_char>99999:
self.current_char=99999
def after_project_load(self):
self.width=self.project.char_res[0]*self.grid_size
self.height=self.project.char_res[1]*self.grid_size
self.current_char_pixels=[0 for _ in range(self.project.char_res[0]*self.project.char_res[1])]
self.load_char()

176
cli_ui.py
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@ -1,176 +0,0 @@
import os
from tkinter import filedialog
import json
import base64
import numpy as np
def get_choice(text, choices):
line = "=" * len(text)
print(line)
print(text)
print(line)
choices_len = len(choices)
for i, choice in enumerate(choices):
print(f"{i+1}. {choice}")
while True:
try:
choice = int(input(f"> "))
except ValueError:
print("\nInvalid input! Input must be a number.")
continue
if choice < 1 or choice > choices_len:
print(f"\nInvalid input! Choose number from the list.")
continue
return choice - 1
def get_int_input(text, min_val=None, max_val=None):
while True:
try:
value = int(input(text))
except ValueError:
print("\nInvalid input! Input must be a number.")
continue
if (min_val is not None and value < min_val) or (max_val is not None and value > max_val):
print(f"\nInvalid input! Input must be between {min_val} and {max_val}.")
continue
return value
def key_tips():
print("\n======== CONTROLS ========")
print("Scroll - Select character")
print("Mouse click/drag - Draw")
print("Delete - Remove character")
print("G - Toggle grid")
print("E - Export font")
print("P - Reprint this controls info")
print("\nBlank characters are automatically removed.")
#print("Type any character into the console and press enter at any time to jump to it.")
print("============================\n")
def cli_main():
while True:
choices = ["Create new font", "Open font project"]
# if last_path_cache.txt exists, read it
try:
with open("last_path_cache.txt", "r") as file:
last_path = file.read()
choices.append(f"Open recent project ({os.path.basename(last_path)})")
except FileNotFoundError:
last_path = None
choice = get_choice(
"What do you want to do?" + (" No recently opened project found." if last_path is None else ""),
choices
)
#choice = 2
# create new font project
if choice == 0:
print("\n" + "=" * 30)
project_data = {
"char_width": get_int_input("Enter character width: ", min_val=2),
"char_height": get_int_input("Enter character height: ", min_val=2),
"chars": {}
}
# show file save dialog
file_path = filedialog.asksaveasfilename(
title="Save font project",
filetypes=[("Font project (json)", "*.fontproj")],
defaultextension=".fontproj"
)
if file_path == "":
print("\nCanceled.\n")
continue
# save project data to file
with open(file_path, "w") as f:
json.dump(project_data, f, indent=4)
# save last path to cache
with open("last_path_cache.txt", "w") as f:
f.write(file_path)
# open existing font project
elif choice == 1:
file_path = filedialog.askopenfilename(
title="Open font project",
filetypes=[("Font project (json)", "*.fontproj")]
)
if file_path == "":
print("\nCanceled.\n")
continue
# save last path to cache
with open("last_path_cache.txt", "w") as f:
f.write(file_path)
with open(file_path, "r") as f:
project_data = json.load(f)
# open last project
elif choice == 2:
file_path = last_path
try:
with open(file_path, "r") as f:
project_data = json.load(f)
except FileNotFoundError:
print("\nCouldn't open last project. File not found.\n")
continue
# process project data if opened existing project
if choice != 0:
# reverse the packed characters
unpacked_chars = {}
for key, value in project_data["chars"].items():
# decode from base64
decoded_data = base64.b64decode(value.encode("utf-8"))
# unpackbits
unpacked_data = np.unpackbits(np.frombuffer(decoded_data, dtype=np.uint8))
# remove padding
unpacked_data = unpacked_data[:project_data["char_width"] * project_data["char_height"]]
# reshape into original shape
unpacked_data = unpacked_data.reshape(project_data["char_width"], project_data["char_height"])
# store unpacked character
unpacked_chars[key] = unpacked_data.astype(bool)
project_data["chars"] = unpacked_chars
print("\n" + "=" * 30)
print(f"Font resolution: {project_data['char_width']}x{project_data['char_height']}")
key_tips()
return project_data, file_path

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@ -1,69 +0,0 @@
from tkinter import filedialog
from PIL import Image
import numpy as np
def export(char_res, chars):
export_path = filedialog.askdirectory(
title="Choose folder where exported pages will be saved."
)
if export_path == "":
print("\nExport canceled.\n")
return
char_res = np.array(char_res, dtype=np.uint16)
chars = tuple(chars.items())
# there will be 256 characters per page
last_char_idx = len(chars) - 1
page_res = char_res * 16
page = 0
page_char_x = 0
page_char_y = 0
for char_idx, char in enumerate(chars):
if page_char_x == 0 and page_char_y == 0:
page_arr = np.zeros(page_res, dtype=bool)
char_map_string = ""
char_string, char_bitmap = char
# put char_bitmap onto page_img at correct position
page_arr[
page_char_x * char_res[0] : (page_char_x + 1) * char_res[0],
page_char_y * char_res[1] : (page_char_y + 1) * char_res[1]
] = char_bitmap
char_map_string += char_string
page_char_x += 1
if page_char_x == 16:
page_char_x = 0
page_char_y += 1
if page_char_y == 16 or char_idx == last_char_idx:
## save page
# numpy array to 1 bit image
page_img = Image.fromarray(page_arr.T * 255).convert("1")
# save page
page_img.save(f"{export_path}/page_{page}.png")
# save char map
with open(f"{export_path}/page_{page}.txt", "w", encoding="utf-32") as f:
f.write(char_map_string)
page += 1
page_char_y = 0
print("\nExport finished.\n")

483
main.py
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@ -1,293 +1,262 @@
import os
os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1"
import pygame
import pygame.freetype
import numpy as np
import cli_ui
import tkinter.filedialog
import unicodedata
import json
import base64
from exporter import export
from canvas import *
from project import *
##### CONFIG #####
# heigh of guide lines from the top of font pixel grid
ascender_line = 10
descender_line = 20
window_size = (
(1280, 720),
(1920, 1019)
WINDOW_SIZE = (
(1280,720),
(1920,1019)
)[0]
# this is just a hard limit additionaly limited by the refresh rate of the monitor (vsync)
fps_limit = 240
grid_color = (128,) * 3
grid_guide_color = (128, 128, 255)
cross_color = (255, 60, 25)
pixel_color = (255,) * 3
##################
project=Project()
def button_create_project_click(subwindow,w,h):
try:
width=int(w)
except ValueError as e:
tkinter.messagebox.showerror("Creating new project", f"Invalid value {w}: {e}")
return
try:
height=int(h)
except ValueError as e:
tkinter.messagebox.showerror("Creating new project", f"Invalid value {h}: {e}")
return
project.chars={}
project.char_res=(width,height)
project.loaded=True
canvas_editor.after_project_load()
canvas_editor.draw()
update_glyph_preview()
subwindow.destroy()
proj_data, proj_path = cli_ui.cli_main()
chars = proj_data["chars"]
def menu_file_new_project_click():
global window
if project.modified and not tkinter.messagebox.askyesno("Creating new project","You have unsaved changes, are you sure?"):
return
subwindow=tkinter.Toplevel(window)
subwindow.title("New project")
char_res = (proj_data["char_width"], proj_data["char_height"])
label_width=tkinter.Label(subwindow,text="Character width")
label_width.pack(side="top")
entry_width=tkinter.Entry(subwindow,validate="all",validatecommand=((subwindow.register(number_only_validate)),"%P"))
entry_width.pack(side="top",fill="x",padx=5)
label_height=tkinter.Label(subwindow,text="Character height")
label_height.pack(side="top")
entry_height=tkinter.Entry(subwindow,validate="all",validatecommand=((subwindow.register(number_only_validate)),"%P"))
entry_height.pack(side="top",fill="x",padx=5)
button_create=tkinter.Button(subwindow,text="Create",command=lambda: button_create_project_click(subwindow,entry_width.get(),entry_height.get()))
button_create.pack(side="bottom",fill="x",padx=5)
# pygame init
pygame.init()
window = pygame.display.set_mode(window_size, flags=pygame.SCALED, vsync=1)
clock = pygame.time.Clock()
font = pygame.freetype.SysFont("Arial", 32)
alt_font = pygame.freetype.SysFont("monogramextended", 32)
def open_project(file_path):
try:
project.load(file_path)
except AttributeError as e:
tkinter.messagebox.showerror("Opening project",f"Project '{file_path}' is invalid: {e}")
except IOError as e:
tkinter.messagebox.showerror("Opening project",f"Failed to open project '{file_path}': {e}")
finally:
canvas_editor.after_project_load()
canvas_editor.draw()
update_glyph_preview()
def menu_file_open_project_click():
global project
global canvas_editor
pixel_size = (window_size[1]-1) / char_res[1]
canva_width = pixel_size * char_res[0]
def cursor_pos_to_pixel(pos):
pixel_pos = (int(pos[0] // pixel_size), int(pos[1] // pixel_size))
if pixel_pos[0] < 0 or pixel_pos[1] < 0 or pixel_pos[0] >= char_res[0] or pixel_pos[1] >= char_res[1]:
return None
return pixel_pos
#d_time = 1 / fps_limit
is_grid = True
char_num = 33
def check_char_exist(char_num):
return chr(char_num) in chars
does_char_exist = check_char_exist(char_num)
force_deleted = False
# main loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.MOUSEWHEEL:
char_num += event.y * -1
if char_num < 0:
char_num = 0
elif char_num > 99999:
char_num = 99999
does_char_exist = check_char_exist(char_num)
elif event.type == pygame.KEYDOWN:
# delete char
if event.key == pygame.K_DELETE:
if does_char_exist:
del chars[chr(char_num)]
does_char_exist = False
force_deleted = True
# toggle grid
if event.key == pygame.K_g:
is_grid = not is_grid
# export font
elif event.key == pygame.K_e:
export(char_res, chars)
# print key tips
elif event.key == pygame.K_p:
cli_ui.key_tips()
# initialize current stroke
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
pixel_pos = cursor_pos_to_pixel(pygame.mouse.get_pos())
# if char is drawable at current position
if pixel_pos is not None:
# create char dictionary entry if it does not exist
if not does_char_exist:
chars[chr(char_num)] = np.zeros(char_res, dtype=bool)
does_char_exist = True
paint_color = not chars[chr(char_num)][pixel_pos]
# save at the end of the stroke
elif (event.type == pygame.MOUSEBUTTONUP and event.button == 1) or force_deleted:
force_deleted = False
## packbit all chars
# calculate the number of bits needed to pad char array to a multiple of 8
remainder = char_res[0] * char_res[1] % 8
padding = (8 - remainder) % 8
packed_chars = {}
for key, value in chars.items():
# reshape into 1D array
new_data = value.reshape(-1)
# pad
new_data = np.pad(new_data, (0, padding), mode="constant")
# reshape the padded array into a 2D array with 8 columns
new_data = new_data.reshape(-1, 8)
# packbits
new_data = np.packbits(new_data, axis=1).tobytes()
# convert to base64
new_data = base64.b64encode(new_data).decode("utf-8")
packed_chars[key] = new_data
proj_data["chars"] = packed_chars
with open(proj_path, "w", encoding="utf-8") as f:
json.dump(proj_data, f, indent=4, ensure_ascii=False)
print("Autosaved project.")
# perform drawing
if pygame.mouse.get_pressed()[0] and does_char_exist:
pixel_pos = cursor_pos_to_pixel(pygame.mouse.get_pos())
if pixel_pos is not None:
chars[chr(char_num)][pixel_pos] = paint_color
# if all pixels are off, delete char
if not np.any(chars[chr(char_num)]):
del chars[chr(char_num)]
does_char_exist = False
window.fill((0, 0, 0))
if does_char_exist:
current_char_array = chars[chr(char_num)]
# draw pixels from current_char_array
for y in range(char_res[1]):
for x in range(char_res[0]):
if current_char_array[x, y]:
pygame.draw.rect(
window,
pixel_color,
(
x * pixel_size,
y * pixel_size,
pixel_size,
pixel_size
)
)
if is_grid:
# draw grid
for x in range(char_res[0] + 1):
x = x * pixel_size
pygame.draw.line(
window,
grid_color,
(x, 0),
(x, window_size[1]),
)
for y in range(char_res[1] + 1):
real_y = y * pixel_size
pygame.draw.line(
window,
grid_guide_color if (y == ascender_line or y == descender_line) else grid_color,
(0, real_y),
(canva_width, real_y),
)
# draw char num
font.render_to(
window,
(canva_width + 30, 30),
f"dec: {char_num}",
(255, 255, 255),
size=64,
file_path = tkinter.filedialog.askopenfilename(
title="Open font project",
filetypes=[("Font project (json)", "*.fontproj")]
)
if file_path == "" or file_path==():
return
# save last path to cache
with open("last_path_cache.txt", "w") as f:
f.write(file_path)
open_project(file_path)
# draw char
font.render_to(
window,
(canva_width + 30, 100),
chr(char_num),
(255, 255, 255),
size=150,
)
# draw alternate font char
alt_font.render_to(
window,
(canva_width + 200, 100),
chr(char_num),
(255, 255, 255),
size=256,
)
def menu_file_open_last_project_click():
try:
cache=open("last_path_cache.txt","r")
file_path=cache.read()
cache.close()
open_project(file_path)
except IOError:
tkinter.messagebox.showerror("Opening last project","Failed to load last project cache")
# draw char name
font.render_to(
window,
(canva_width + 30, 280),
unicodedata.name(chr(char_num), "unknown"),
(255, 255, 255),
size=16,
)
def save_project(ask):
global canvas_editor
global project
if not project.loaded:
return
# draw a red cross if curren char does not exist
if not does_char_exist:
pygame.draw.line(
window,
cross_color,
(0, 0),
(canva_width, window_size[1]),
7
path=None
if project.path and not ask:
path=project.path
else:
# show file save dialog
path=tkinter.filedialog.asksaveasfilename(
title="Save font project",
filetypes=[("Font project (json)", "*.fontproj")],
defaultextension=".fontproj"
)
pygame.draw.line(
window,
cross_color,
(0, window_size[1]),
(canva_width, 0),
7
if path=="" or path==():
return
# save last path to cache
with open("last_path_cache.txt", "w") as f:
f.write(path)
canvas_editor.save_char()
try:
project.save(path)
except IOError as e:
tkinter.messagebox.showerror("Saving project",f"Failed to save project '{path}': {e}")
def export_project(ask):
if not project.loaded:
return
path=None
if project.export_path and not ask:
path=project.export_path
else:
path = tkinter.filedialog.askdirectory(
title="Choose folder where exported pages will be saved"
)
if path=="" or path==():
return
canvas_editor.save_char()
try:
project.export(path)
except IOError as e:
tkinter.messagebox.showerror("Exporting project",f"Failed to export project: {e}")
def button_prev_glyph_click():
global canvas_editor
global project
if not project.loaded:
return
canvas_editor.prev_glyph()
update_glyph_preview()
def button_next_glyph_click():
global canvas_editor
global project
if not project.loaded:
return
canvas_editor.next_glyph()
update_glyph_preview()
def button_glyph_search_click():
global canvas_editor
global entry_glyph_id
global project
if not project.loaded:
return
code=entry_glyph_id.get()
canvas_editor.save_char()
try:
canvas_editor.current_char=int(code,base=16)
except ValueError as e:
tkinter.messagebox.showerror("Searching glyph", f"Invalid hex value {code}: {e}")
finally:
canvas_editor.keep_current_char_in_bounds()
canvas_editor.load_char()
update_glyph_preview()
font.render_to(window, (10, 10), f"FPS: {clock.get_fps():.2f}", (255, 255, 255), size=16)
def number_only_validate(val):
return val.isdigit()
pygame.display.update()
clock.tick(fps_limit)
#d_time = clock.tick(fps_limit) / 1000
def hex_only_validate(val):
for x in val:
if not x.isdigit() and (ord(x)<ord("a") or ord(x)>ord("f")) and (ord(x)<ord("A") or ord(x)>ord("F")):
return False
return True
def update_glyph_preview():
global canvas_editor
global canvas_preview
global label_glyph_name
canvas_preview.delete("all")
canvas_preview.create_text((50,100),text=chr(canvas_editor.current_char),fill="white",font="tkDefaultFont 70")
name=unicodedata.name(chr(canvas_editor.current_char),"unknown")
label_glyph_name.config(text=f"{name} U+{canvas_editor.current_char:04x}")
window=tkinter.Tk()
window.title("fonteditor")
window.geometry(f"{WINDOW_SIZE[0]}x{WINDOW_SIZE[1]}")
menubar=tkinter.Menu(window)
menu_file=tkinter.Menu(menubar,tearoff=False)
menu_file.add_command(label="New project",command=menu_file_new_project_click)
menu_file.add_command(label="Open project",command=menu_file_open_project_click)
menu_file.add_command(label="Open last project",command=menu_file_open_last_project_click)
menu_file.add_command(label="Save project",command=lambda: save_project(False))
menu_file.add_command(label="Save project as",command=lambda: save_project(True))
menu_export=tkinter.Menu(menubar,tearoff=False)
menu_export.add_command(label="Export",command=lambda: export_project(False))
menu_export.add_command(label="Export as",command=lambda: export_project(True))
menubar.add_cascade(label="File",menu=menu_file)
menubar.add_cascade(label="Export",menu=menu_export)
canvas_editor=EditorCanvas(project,window,bg="black")
canvas_editor.pack(side="left",fill="both",expand=True)
frame_controls=tkinter.Frame(window)
frame_controls.pack(side="right")
canvas_preview=tkinter.Canvas(frame_controls,width=100,height=200,bg="black")
canvas_preview.pack(side="top")
label_glyph_name=tkinter.Label(frame_controls)
label_glyph_name.pack(side="top")
frame_nav=tkinter.Frame(frame_controls)
frame_nav.pack(side="top",pady=10)
button_prev_glyph=tkinter.Button(frame_nav,width=10,text="Previous",command=button_prev_glyph_click)
button_prev_glyph.pack(side="left")
button_next_glyph=tkinter.Button(frame_nav,width=10,text="Next",command=button_next_glyph_click)
button_next_glyph.pack(side="left")
frame_glyph_id=tkinter.Frame(frame_controls)
frame_glyph_id.pack(side="top",pady=10)
entry_glyph_id=tkinter.Entry(frame_glyph_id,validate="all",validatecommand=((window.register(hex_only_validate)),"%P"))
entry_glyph_id.pack(side="left")
button_glyph_search=tkinter.Button(frame_glyph_id,width=10,text="Search",command=button_glyph_search_click)
button_glyph_search.pack(side="left")
window.config(menu=menubar)
window.mainloop()

101
project.py Normal file
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import base64
import json
import PIL.Image
def create_zeroed_array(length):
output=[]
for _ in range(length):
output.append(0)
return output
class Project:
def __init__(self):
self.chars={}
self.char_res=(0,0)
self.path=None
self.export_path=None
self.loaded=False
self.modified=False
def load(self,path):
with open(path, "r") as f:
project_data = json.load(f)
if not "char_width" in project_data or not "char_height" in project_data:
raise AttributeError("Character metrics information not found")
if not isinstance(project_data["char_width"],int) or not isinstance(project_data["char_height"],int):
raise AttributeError("Invalid character metrics type, expected int")
if not "chars" in project_data:
raise AttributeError("Character data not found")
if not isinstance(project_data["chars"],dict):
raise AttributeError("Invalid character data type, expected object")
self.chars=project_data["chars"]
self.char_res=(project_data["char_width"],project_data["char_height"])
self.path=path
self.loaded=True
def save(self,path):
# save project data to file
with open(path, "w") as f:
json.dump({
"char_width": self.char_res[0],
"char_height": self.char_res[1],
"chars": self.chars
}, f, indent=4)
self.path=path
self.loaded=True
def export(self,path):
chars = tuple(self.chars.items())
# there will be 256 characters per page
last_char_idx = len(chars) - 1
page_res = (self.char_res[0] * 16,self.char_res[1] * 16)
pages={}
for char_idx, char in enumerate(chars):
char_id=ord(char[0])
page=char_id//256
char_offset_in_page=char_id-page*256
if not page in pages:
pages[page] = create_zeroed_array(page_res[0]*page_res[1])
char_bitmap=self.decode_char(char[0])
char_x=char_offset_in_page%16*self.char_res[0]
char_y=char_offset_in_page//16*self.char_res[1]
# put char_bitmap onto page_img at correct position
for i in range(len(char_bitmap)):
x=i//self.char_res[1]+char_x
y=i%self.char_res[1]+char_y
pages[page][y*page_res[0]+x]=char_bitmap[i]
## save page
for page,page_data in pages.items():
for x in range(len(page_data)):
page_data[x]*=255
page_img = PIL.Image.frombytes("L",page_res,bytes(page_data))
page_img.save(f"{path}/page_{page}.png")
self.export_path=path
def decode_char(self,char):
result=[0 for _ in range(self.char_res[0]*self.char_res[1])]
pixels=base64.b64decode(self.chars[char].encode("ascii"))
pixel_index=0
for pixel in pixels:
if pixel_index>=len(result):
break
for x in range(8):
if pixel_index>=len(result):
break
result[pixel_index]=(pixel>>(7-x))&1
pixel_index+=1
return result
def does_char_exist(self,c):
return chr(c) in self.chars