129 lines
3.6 KiB
GDScript3
129 lines
3.6 KiB
GDScript3
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extends Node
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signal InFocus
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func _ready():
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if OS.get_name() == "HTML5" and OS.has_feature('JavaScript'):
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_define_js()
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func _notification(notification:int) -> void:
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if notification == MainLoop.NOTIFICATION_WM_FOCUS_IN:
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emit_signal("InFocus")
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func _define_js()->void:
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#Define JS script
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JavaScript.eval("""
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var fileData;
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var fileType;
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var fileName;
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var canceled;
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function upload() {
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canceled = true;
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var input = document.createElement('INPUT');
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input.setAttribute("type", "file");
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input.setAttribute("accept", "image/png, image/jpeg, image/webp");
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input.click();
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input.addEventListener('change', event => {
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if (event.target.files.length > 0){
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canceled = false;}
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var file = event.target.files[0];
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var reader = new FileReader();
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fileType = file.type;
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fileName = file.name;
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reader.readAsArrayBuffer(file);
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reader.onloadend = function (evt) {
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if (evt.target.readyState == FileReader.DONE) {
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fileData = evt.target.result;
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}
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}
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});
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}
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function download(fileName, byte) {
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var buffer = Uint8Array.from(byte);
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var blob = new Blob([buffer], { type: 'image/png'});
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var link = document.createElement('a');
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link.href = window.URL.createObjectURL(blob);
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link.download = fileName;
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link.click();
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};
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""", true)
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func load_image()->Image:
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if OS.get_name() != "HTML5" or !OS.has_feature('JavaScript'):
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return
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#Execute js function
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JavaScript.eval("upload();", true) #opens promt for choosing file
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#label.text = "Wait for focus"
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yield(self, "InFocus") #wait until js promt is closed
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#label.text = "Timer on for loading"
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yield(get_tree().create_timer(0.1), "timeout") #give some time for async js data load
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if JavaScript.eval("canceled;", true): # if File Dialog closed w/o file
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#label.text = "Canceled prompt"
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return
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# use data from png data
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#label.text = "Load image"
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var imageData
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while true:
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imageData = JavaScript.eval("fileData;", true)
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if imageData != null:
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break
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#label.text = "No image yet"
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yield(get_tree().create_timer(1.0), "timeout") #need more time to load data
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var imageType = JavaScript.eval("fileType;", true)
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var imageName = JavaScript.eval("fileName;", true)
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var image = Image.new()
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var image_error
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match imageType:
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"image/png":
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image_error = image.load_png_from_buffer(imageData)
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"image/jpeg":
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image_error = image.load_jpg_from_buffer(imageData)
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"image/webp":
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image_error = image.load_webp_from_buffer(imageData)
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var invalidType:
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#label.text = "Unsupported file format - %s." % invalidType
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return
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if image_error:
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#label.text = "An error occurred while trying to display the image."
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return
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else:
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return image
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# Display texture
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var tex = ImageTexture.new()
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tex.create_from_image(image, 0) # Flag = 0 or else export is fucked!
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Sprite.texture = tex
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#loadedImage = image # Keep Image for later, just in case...
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#loadedImageName = imageName
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#label.text = "Image %s loaded as %s." % [imageName, imageType]
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return
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#label.text = "Something went wrong"
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func save_image(image:Image, fileName:String = "export")->void:
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if OS.get_name() != "HTML5" or !OS.has_feature('JavaScript'):
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return
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image.clear_mipmaps()
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if image.save_png("user://export_temp.png"):
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#label.text = "Error saving temp file"
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return
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var file:File = File.new()
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if file.open("user://export_temp.png", File.READ):
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#label.text = "Error opening file"
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return
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var pngData = Array(file.get_buffer(file.get_len())) #read data as PoolByteArray and convert it to Array for JS
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file.close()
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var dir = Directory.new()
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dir.remove("user://export_temp.png")
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JavaScript.eval("download('%s', %s);" % [fileName, str(pngData)], true)
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#label.text = "Saving DONE"
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