def __generate_font__(self): gen_font1 = self.ui.rdoGenFont1.isChecked() temp_dir = tempfile.mkdtemp(prefix = "sdse-") temp_name = "font" font_type = font_generator.FONT_TYPES.font01 if gen_font1 else font_generator.FONT_TYPES.font02 for_game = self.ui.chkGenForGame.isChecked() for_editor = self.ui.chkGenForEditor.isChecked() font_data = self.get_font_data() if self.ui.rdoRightToLeft.isChecked(): font_data.reverse() # Add the required characters to the end of the lowest-priority font # so they're there by default but they don't override any existing # settings for them, if they're already there. font_data[-1].chars += ''.join(REQUIRED_CHARS) font = font_generator.gen_font(font_data, font_type = font_type, img_width = 1024, draw_outlines = False) font.save(temp_dir, temp_name, for_game, for_editor, font_type, game = font_generator.GAMES.sdr2) basename = os.path.join(temp_dir, temp_name) font_png = basename + ".png" font_bmp = basename + ".bmp" font_font = basename + ".font" font_dir = os.path.join(common.editor_config.data01_dir, "jp", "font", "font.pak") if for_game: game_bmp = "0000.bmp" if gen_font1 else "0002.bmp" game_font = "0001.font" if gen_font1 else "0003.font" backup_files(font_dir, [game_bmp, game_font], suffix = "_FONT") # backup_time = time.strftime("%Y.%m.%d_%H.%M.%S_FONT") # backup_dir = os.path.join(common.editor_config.backup_dir, backup_time, "font.pak") # if not os.path.isdir(backup_dir): # os.makedirs(backup_dir) # Copy our existing data into the backup directory. # shutil.copy(game_bmp, backup_dir) # shutil.copy(game_font, backup_dir) # Then replace it with the one we generated. shutil.copy(font_bmp, os.path.join(font_dir, game_bmp)) shutil.copy(font_font, os.path.join(font_dir, game_font)) if for_editor: editor_png = os.path.join(common.editor_config.gfx_dir, "font", "Font01.png" if gen_font1 else "Font02.png") editor_font = os.path.join(common.editor_config.gfx_dir, "font", "Font01.font" if gen_font1 else "Font02.font") # Copy our files in. shutil.copy(font_png, editor_png) shutil.copy(font_font, editor_font) # Reparse the font for the editor. text_printer.load_fonts() shutil.rmtree(temp_dir)
def update_preview(self): if self.importing: return config = self.get_data() config.chars = config.chars[:256] font = gen_font([config], font_type = self.font_type, img_width = 256, draw_outlines = self.ui.chkBoundingBoxes.isChecked()) # font.save("debug/test") qt_pixmap = QtGui.QPixmap.fromImage(font.trans.copy(0, 0, 256, 256)) self.ui.lblPreview.setPixmap(qt_pixmap)
def update_preview(self): if self.importing: return config = self.get_data() config.chars = config.chars[:256] font = gen_font([config], font_type=self.font_type, img_width=256, draw_outlines=self.ui.chkBoundingBoxes.isChecked()) # font.save("debug/test") qt_pixmap = QtGui.QPixmap.fromImage(font.trans.copy(0, 0, 256, 256)) self.ui.lblPreview.setPixmap(qt_pixmap)
def __generate_font__(self): gen_font1 = self.ui.rdoGenFont1.isChecked() temp_dir = tempfile.mkdtemp(prefix="sdse-") temp_name = "font" font_type = font_generator.FONT_TYPES.font01 if gen_font1 else font_generator.FONT_TYPES.font02 for_game = self.ui.chkGenForGame.isChecked() for_editor = self.ui.chkGenForEditor.isChecked() font_data = self.get_font_data() if self.ui.rdoRightToLeft.isChecked(): font_data.reverse() # Add the required characters to the end of the lowest-priority font # so they're there by default but they don't override any existing # settings for them, if they're already there. font_data[-1].chars += ''.join(REQUIRED_CHARS) font = font_generator.gen_font(font_data, font_type=font_type, img_width=1024, draw_outlines=False) font.save(temp_dir, temp_name, for_game, for_editor, font_type, game=font_generator.GAMES.sdr2) basename = os.path.join(temp_dir, temp_name) font_png = basename + ".png" font_bmp = basename + ".bmp" font_font = basename + ".font" font_dir = os.path.join(common.editor_config.data01_dir, "jp", "font", "font.pak") if for_game: game_bmp = "0000.bmp" if gen_font1 else "0002.bmp" game_font = "0001.font" if gen_font1 else "0003.font" backup_files(font_dir, [game_bmp, game_font], suffix="_FONT") # backup_time = time.strftime("%Y.%m.%d_%H.%M.%S_FONT") # backup_dir = os.path.join(common.editor_config.backup_dir, backup_time, "font.pak") # if not os.path.isdir(backup_dir): # os.makedirs(backup_dir) # Copy our existing data into the backup directory. # shutil.copy(game_bmp, backup_dir) # shutil.copy(game_font, backup_dir) # Then replace it with the one we generated. shutil.copy(font_bmp, os.path.join(font_dir, game_bmp)) shutil.copy(font_font, os.path.join(font_dir, game_font)) if for_editor: editor_png = os.path.join( common.editor_config.gfx_dir, "font", "Font01.png" if gen_font1 else "Font02.png") editor_font = os.path.join( common.editor_config.gfx_dir, "font", "Font01.font" if gen_font1 else "Font02.font") # Copy our files in. shutil.copy(font_png, editor_png) shutil.copy(font_font, editor_font) # Reparse the font for the editor. text_printer.load_fonts() shutil.rmtree(temp_dir)