fonteditor/main.py

355 lines
9.4 KiB
Python

import os
import numpy as np
import cli_ui
import unicodedata
import json
import base64
import tkinter
from exporter import export
##### CONFIG #####
WINDOW_SIZE = (
(1280,720),
(1920,1019)
)[0]
GRID_COLOR = "#808080"
GRID_GUIDE_COLOR = (128, 128, 255)
GRID_SIZE = 32
cross_color = (255, 60, 25)
pixel_color = (255,) * 3
##################
project_data={}
project_chars = {}
project_char_res = None
current_project=""
current_char=33
canvas_width=0
canvas_height=0
def check_char_exist(char_num):
global project_chars
return chr(char_num) in project_chars
def draw_editor_canvas():
global canvas_editor
global project_char_res
global canvas_width
global canvas_height
canvas_editor.delete("all")
# draw grid
for x in range(project_char_res[0] + 1):
x = x * GRID_SIZE
canvas_editor.create_line((x,0),(x,canvas_height),width=1,fill=GRID_COLOR)
for y in range(project_char_res[1] + 1):
y = y * GRID_SIZE
canvas_editor.create_line((0,y),(canvas_width,y),width=1,fill=GRID_COLOR)
if check_char_exist(current_char):
pass
else:
canvas_editor.create_line((0,0),(canvas_width,canvas_height),width=3,fill="red")
canvas_editor.create_line((canvas_width,0),(0,canvas_height),width=3,fill="red")
def menu_file_open_project_click():
global project_data
global project_chars
global project_char_res
global last_project
global canvas_editor
global canvas_width
global canvas_height
file_path = tkinter.filedialog.askopenfilename(
title="Open font project",
filetypes=[("Font project (json)", "*.fontproj")]
)
if file_path == "":
return
# save last path to cache
with open("last_path_cache.txt", "w") as f:
f.write(file_path)
current_project=file_path
with open(file_path, "r") as f:
project_data = json.load(f)
project_chars = project_data["chars"]
project_char_res = (project_data["char_width"], project_data["char_height"])
canvas_width=project_char_res[0]*GRID_SIZE
canvas_height=project_char_res[1]*GRID_SIZE
canvas_editor.config(width=canvas_width,height=canvas_height)
draw_editor_canvas()
def menu_file_save_project_click():
pass
def menu_file_save_project_as_click():
pass
def number_only_validate(val):
return str.isdigit(val) or val==""
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="Open project",command=menu_file_open_project_click)
menu_file.add_command(label="Save project",command=menu_file_save_project_click)
menu_file.add_command(label="Save project as",command=menu_file_save_project_as_click)
menubar.add_cascade(label="File",menu=menu_file)
canvas_editor=tkinter.Canvas(window,bg="black")
canvas_editor.pack(side="left")
frame_controls=tkinter.Frame(window)
frame_controls.pack()
canvas_preview=tkinter.Canvas(frame_controls,width=100,height=200,bg="black")
canvas_preview.pack(side="top")
label_glyph_name=tkinter.Label(frame_controls,text="Placeholder")
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")
button_prev_glyph.pack(side="left")
button_next_glyph=tkinter.Button(frame_nav,width=10,text="Next")
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(number_only_validate)),"%P"))
entry_glyph_id.pack(side="left")
button_glyph_search=tkinter.Button(frame_glyph_id,width=10,text="Search")
button_glyph_search.pack(side="left")
window.config(menu=menubar)
window.mainloop()
"""proj_data, proj_path = cli_ui.cli_main()
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
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
)
)
# draw char num
font.render_to(
window,
(canva_width + 30, 30),
f"dec: {char_num}",
(255, 255, 255),
size=64,
)
# 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,
)
# draw char name
font.render_to(
window,
(canva_width + 30, 280),
unicodedata.name(chr(char_num), "unknown"),
(255, 255, 255),
size=16,
)
# 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
)
pygame.draw.line(
window,
cross_color,
(0, window_size[1]),
(canva_width, 0),
7
)
font.render_to(window, (10, 10), f"FPS: {clock.get_fps():.2f}", (255, 255, 255), size=16)
pygame.display.update()
clock.tick(fps_limit)
#d_time = clock.tick(fps_limit) / 1000