diff --git a/README.html b/README.html index 46ee43e1e..343a40851 100644 --- a/README.html +++ b/README.html @@ -166,7 +166,10 @@ data/widgets/*.xml XML files with dialogs

AUTHORS

David Capello <davidcapello@gmail.com>
-
Programmer, designer, and maintainer.
+
+ Programmer, designer, and maintainer. + http://dacap.com.ar/ +
Ilija Melentijevic
New GUI skin (from ASEPRITE 0.8). A lot of good ideas. @@ -176,8 +179,9 @@ data/widgets/*.xml XML files with dialogs
Trent Gamblin
Mac OS X packager.

- Thanks to all the people which have contributed ideas, patches, bugs - report, feature requests, donations, and help me developing ASEPRITE. + Thanks to all the people who have contributed ideas, patches, bugs + report, feature requests, donations, and help me developing + ASEPRITE.

CREDITS

diff --git a/docs/manual/images/ase64.ico b/docs/manual/images/ase64.ico deleted file mode 100644 index 8880ccf3c..000000000 Binary files a/docs/manual/images/ase64.ico and /dev/null differ diff --git a/docs/manual/images/color_bar.png b/docs/manual/images/color_bar.png deleted file mode 100644 index 8eb07f4d7..000000000 Binary files a/docs/manual/images/color_bar.png and /dev/null differ diff --git a/docs/manual/images/main_screen.png b/docs/manual/images/main_screen.png deleted file mode 100644 index 55e0a0b28..000000000 Binary files a/docs/manual/images/main_screen.png and /dev/null differ diff --git a/docs/manual/images/new_sprite.png b/docs/manual/images/new_sprite.png deleted file mode 100644 index d165de897..000000000 Binary files a/docs/manual/images/new_sprite.png and /dev/null differ diff --git a/docs/manual/images/pencil_icon.png b/docs/manual/images/pencil_icon.png deleted file mode 100644 index 7f8c3f2c6..000000000 Binary files a/docs/manual/images/pencil_icon.png and /dev/null differ diff --git a/docs/manual/images/selected_tab.png b/docs/manual/images/selected_tab.png deleted file mode 100644 index e41524a05..000000000 Binary files a/docs/manual/images/selected_tab.png and /dev/null differ diff --git a/docs/manual/images/tools_bar.png b/docs/manual/images/tools_bar.png deleted file mode 100644 index 9acf62561..000000000 Binary files a/docs/manual/images/tools_bar.png and /dev/null differ diff --git a/docs/manual/makefile b/docs/manual/makefile deleted file mode 100644 index 5c68ceab5..000000000 --- a/docs/manual/makefile +++ /dev/null @@ -1,16 +0,0 @@ -ifndef PYTHON -PYTHON = C:/Python26/python.exe -endif - -RST2HTML = docutils/tools/rst2html.py - -default: all - -all: - $(PYTHON) $(RST2HTML) --config manual.conf manual.rst > manual.html - -split: - $(PYTHON) split.py - -clean: - rm *.html diff --git a/docs/manual/manual.conf b/docs/manual/manual.conf deleted file mode 100644 index a40b82add..000000000 --- a/docs/manual/manual.conf +++ /dev/null @@ -1,4 +0,0 @@ -[html4css1 writer] -stylesheet-path: manual.css -embed-stylesheet: no -field-name-limit: 20 diff --git a/docs/manual/manual.css b/docs/manual/manual.css deleted file mode 100644 index 02d1ff54e..000000000 --- a/docs/manual/manual.css +++ /dev/null @@ -1,416 +0,0 @@ -/* -:Author: David Goodger (goodger@python.org) -:Id: $Id: html4css1.css 6194 2009-11-11 12:05:10Z milde $ -:Copyright: This stylesheet has been placed in the public domain. - -Default cascading style sheet for the HTML output of Docutils. - -See http://docutils.sf.net/docs/howto/html-stylesheets.html for how to -customize this style sheet. -*/ - -/* used to remove borders from tables and images */ -.borderless, table.borderless td, table.borderless th { - border: 0 } - -table.borderless td, table.borderless th { - /* Override padding for "table.docutils td" with "! important". - The right padding separates the table cells. */ - padding: 0 0.5em 0 0 ! important } - -.first { - /* Override more specific margin styles with "! important". */ - margin-top: 0 ! important } - -.last, .with-subtitle { - margin-bottom: 0 ! important } - -.hidden { - display: none } - -a.toc-backref { - text-decoration: none ; 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- margin-left: 14px; -} -div.admonition-summary p { - margin-top: 0px; -} - -tt.literal { - background-color: #eee; - padding: 0px 4px; -} - -.contents { - background-color: #f7f7ff; - padding: 8px; -} -.contents .topic-title { - font-size: 14pt; -} - -.contents a { - text-decoration: none; - color: #00f; -} -.contents a:hover { - text-decoration: underline; - color: #07f; -} -.contents ul { - padding-left: 0px; - list-style-type: none; -} -.contents ul li ul { - margin: 4px; - border-left: 2px solid #7df; - padding: 4px 16px; - list-style-type: none; -} -.contents ul li { font-size: 11pt; font-weight: bold; } -.contents ul li ul li { font-size: 11pt; font-weight: normal; } -.contents ul li ul li ul li { font-size: 10pt; } diff --git a/docs/manual/manual.rst b/docs/manual/manual.rst deleted file mode 100644 index 319581bca..000000000 --- a/docs/manual/manual.rst +++ /dev/null @@ -1,943 +0,0 @@ -============ - ASE Manual -============ - -:Author: David Capello -:Contact: davidcapello@gmail.com -:Date: March 2010 - -.. contents:: - ----------- - Tutorial ----------- - -This chapter explains how to use ASE step by step. Here you learn ASE -terminology and how to use the different screen elements to created -your own sprites. All other chapters are extensive reference of the -application to see its functionality in depth. - -Sprites -======= - -You can start creating a `sprite `__ -with ``File > New`` option. - -.. image:: images/new_sprite.png - -In this dialog you select: - -- The width and height of the new sprite in pixels. - - .. note:: - - ASE works with `raster graphics `__, - where images are conformed by a - `grid of pixels `__, - little squares distributed in a rectangular way. When you - see a photo in your computer, you almost does not notice the - existence of pixels (they are too small). But when you see little - images in your mobile device or in a - `handheld video game `__, - you can appreciate the pixels. ASE is a program to see and manipulate - pixels, to created this kind of little images. - -- The color mode, which basically says how many colors you will be able to put in the image. - - .. note:: - - With **RGB** images you can have an independent color for each pixel, in - this way each little pixel has its Red, Green, Blue and Alpha - (opacity) values. **Indexed** sprites have a special element associated: - a color palette (with a maximum of 256 colors), in this way each - pixel has a palette entry associated, if you change the palette - color, all pixels associated to that color will change their aspect. - You can choose the number of color for the sprite palette (from 2 to - 256). - - For `pixel art `__ your selection - should be Indexed. - -- The background color to be used in the sprite. - - .. note:: - - ASE sprites have layers, when you create a new sprite, it is created - with just one layer. The background color specified the color to be - used to clear this first layer content. There a two kind of sprites - in ASE: 1) sprites with a background layer (a layer at the bottom - that cannot be moved), and 2) sprites without a background layer - (all layers are transparent). If you specified "Transparent" as - background color, you will obtain a sprite with a layer that is - completely transparent initially (you will see a checked-background - indicating "no background here"). In the other side, if you - specified a color as background, you will get a sprite with the - background layer painted with that color. - -After creating the sprite, you will see it in the **current editor**. The -current editor is where you can draw (the center of the screen). -In next sections you will see how to split the current editor in -various other editors, so you will take care of current editor -significance. - -.. image:: images/main_screen.png - -Colors -====== - -In ASE you draw pressing the buttons of the mouse. Left mouse button -draws with the foreground color, and right mouse button uses the -background color. The **background color** is a very special color, it is -used in various operations that are not related to drawing with the -right mouse button. E.g. when you cut or clear a portion of image -(``Edit > Cut``, or ``Edit > Clear``) the selected pixels are cleared with -the background color. - -.. image:: images/color_bar.png - -Picking Colors --------------- - -You can pick colors from the image using ``Alt+mouse click``. Using -``Alt+left click`` you will choose the foreground color. With ``Alt+right -click`` you choose the background color. - -In some platforms (Linux or MacOS) you can have some problems -using the ``Alt`` key together with mouse clicks, so you can -use ``I key`` to use the `Eyedropper Tool`_. - -Drawing -======= - -You have created a new sprite, now you want to draw. You need to know two things: - - - Where you draw: the current editor shows the selected sprite - in tabs. - - .. image:: images/selected_tab.png - - - - With what you draw: there are various elements that are used when you draw in the sprite: - tool, color, pen, and other configuration that modifies how you draw (e.g. snap to grid, - tiled mode, fill or not the shape, etc.). - -You will notice that a sprite is not just one plain image. It can have -frames and layers. So in next sections, the current editor will take -more importance when you want to manage various sprites, with frames, -and layers at the same time. Right now let's keep it simple, just one -sprite with one image. - -To draw you can use one of the tools at the right of the screen: - -.. image:: images/tools_bar.png - -By default the `Pencil Tool`_ is selected (if it is not selected, you -can press the |pencil icon| icon to select it). The pencil is one of the most -basic tools: You press the left mouse button, hold it, drag the mouse -and then release the same button. This will draw a freehanded trace -using the selected foreground color. - -.. |pencil icon| image:: images/pencil_icon.png - -Canceling trace ---------------- - -If you do not like the last trace you drew, you can press ``Ctrl+Z`` -or select ``Edit > Undo`` menu option to undo it. Also, you can cancel -the trace before releasing left mouse button (in this case there are -no need to Undo): - - 1. while you are pressing left mouse button, - 2. press right button, - 3. then release left button, - 4. and finally release the right mouse button. - -In this way you cancel the trace you was drawing (the whole trace will -disappear instantaneously). You can do the same procedure inverting the -mouse buttons. E.g. if you start with right mouse button (background -color), you can cancel using left button. - -Zooming -======= - -You can zoom using the ``mouse wheel`` or just pressing the numbers ``1``, ``2``, -``3``, ``4``, ``5``, or ``6`` in the keyboard. When you zoom, the pixel above -the mouse cursor will be centered in the current editor. - -You can zoom while you are drawing too. - -Scrolling -========= - -To scroll the image you can keep the ``mouse wheel`` pressed and move the mouse. -Also you can press the ``Space bar`` key (and keep it pressed) and then drag -the image with any mouse button. - -When you are drawing you will notice that moving the mouse outside the -bounds of the editor will scroll the image automatically. You can change -how much to scroll when the mouse touch the bounds of the editor using -the options dialog... -``TODO configuration about smooth/big step scroll`` - -Selecting -========= - -Moving Parts ------------- - -Layers -====== - -The Background Layer --------------------- - -Transparent Layers ------------------- - -Animation -========= - -Frames ------- - -Cels ----- - -As each sprite has a set of layers and frames, you can imagine them -as a grid, where layers are rows and frames are columns. Each little -cell of this grid is called: cel. A cel is an image located in specific -layer, in a specific frame, with a specific position (x, y) -and with other properties like "opacity" (transparency level). - -[TODO Animation editor screenshot] - -Empty Cel ---------- - -.. _empty cel: - -When a transparent layer is completely invisible in a specific frame -(it does not contain any pixel of any color), you are in an empty cel. -It means this cel is not consuming any memory because its image -does not even exist. - -You can remove a non-empty cel using the clear_ command in a transparent -layer. - -Multiple Editors -================ - -Current Editor --------------- - -------- - Tools -------- - -Selection Tools -=============== - -Rectangular Marquee Tool ------------------------- - -With this tool you can select rectangular regions in the sprite. You -select a rectangular portion of sprite pressing left mouse button, -moving the mouse, and finally releasing the same button. If you repeat this same -operation over and over again you can add more rectangles to the -selected area. If you move the mouse over the selected region, you can drag-and-drop -this portion of sprite using the left mouse button. - -Using the right mouse button you can substract rectangles from selection. - - .. admonition:: Summary - - **Left button**: Outside the selection adds rectangles; - inside the selection *drag-and-drop* it. - - **Right button**: Subtracts rectangles from selection. - -Lasso Tool ----------- - -With this tool you can select free hand drawn contours. You -press the mouse button, move it to draw a contour, and then -when you release the button, a line will close the contour -from the starting point to the end point. The are will be -selected (if you used the left mouse button) or deselected -(if you used the right mouse button). - - .. admonition:: Summary - - **Left button**: Outside the selection adds contours; - inside the selection *drag-and-drop* it. - - **Right button**: Subtracts contours from selection. - -Polygonal Lasso Tool --------------------- - - .. admonition:: Summary - - **Left button**: Outside the selection adds polygons; - inside the selection *drag-and-drop* it. - - **Right button**: Subtracts polygons from selection. - -Magic Wand Tool ---------------- - -With this tool you can select a continuous area filled with the same -color. - - .. admonition:: Summary - - **Left button**: Select the adjacent region of clicked color. - - -Pencil Tool -=========== - - .. image:: images/pencil_icon.png - - .. admonition:: Summary - - **Left button**: Paint a freehanded trace with foreground color. - - **Right button**: Paint a freehanded trace with background color. - -Spray Tool -========== - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Eraser Tool -=========== - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Eyedropper Tool -=============== - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Hand Tool -========= - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Move Tool -========= - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Paint Bucket Tool -================= - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Line Tool -========= - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Curve Tool -========== - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Rectangle Tool -============== - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Ellipse Tool -============ - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Contour Tool -============ - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Polygon Tool -============ - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Blur Tool -========= - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -Jumble Tool -=========== - - .. admonition:: Summary - - **Left button**: . - - **Right button**: . - -------- - Menus -------- - -In this chapter you have explained each functionality of ASE that is -accessible from menus. Some options have a keyboard shortcut associated -to be quickly executed. - -File -==== - -New ---- - -.. admonition:: Keyboard shortcut: - - Ctrl+N - -Creates a new sprite. - -Open ----- - -.. admonition:: Keyboard shortcut: - - Ctrl+O - -Opens an existent sprite in the disk. - -Open Recent ------------ - -Save ----- - -.. admonition:: Keyboard shortcut: - - Ctrl+S - -Save As -------- - -.. admonition:: Keyboard shortcut: - - Ctrl+Shift+S - -Save Copy As ------------- - -.. admonition:: Keyboard shortcut: - - Ctrl+Shift+C - -Close ------ - -.. admonition:: Keyboard shortcut: - - Ctrl+W - -Closes the current sprite. If there are modifications in the sprite, you will see a confirmation dialog. - -``TODO close warning screenshot`` - -You can close sprites pressing the middle mouse button above a tab. - -``TODO closing through tab + middle mouse button screenshot`` - -Close All ---------- - -.. admonition:: Keyboard shortcut: - - Ctrl+Shift+N - -Capture -------- - -Screen Shot -''''''''''' - -Record Screen -''''''''''''' - -Exit ----- - -Edit -==== - -Undo ----- - -.. admonition:: Keyboard shortcut: - - Ctrl+U - -Redo ----- - -.. admonition:: Keyboard shortcut: - - Ctrl+R - -Cut ---- - -.. admonition:: Keyboard shortcut: - - Ctrl+X - -Copy ----- - -.. admonition:: Keyboard shortcut: - - Ctrl+C - -Paste ------ - -.. admonition:: Keyboard shortcut: - - Ctrl+V - -Clear ------ - -.. admonition:: Keyboard shortcut: - - Del (or Backspace) - -This command has different behavior depending in which layer you use it: - - - In the background layer: If there are something selected, the - selected region is cleared with the background color. If nothing - is selected the entire cel is cleared with the background color. - - In a transparent layer: If there are something selected, the - selected region is cleared with transparent color. If nothing - is selected the entire cel is removed from the layer, so an - `empty cel`_ is left. - -Flip Horizontal ---------------- - -.. admonition:: Keyboard shortcut: - - Shift+H - -Flip Vertical -------------- - -.. admonition:: Keyboard shortcut: - - Shift+V - -Replace Color -------------- - -.. admonition:: Keyboard shortcut: - - Shift+R - -Invert ------- - -.. admonition:: Keyboard shortcut: - - Ctrl+I - -Sprite -====== - -Properties ----------- - -Color Mode ----------- - -RGB Color -''''''''' - -Grayscale -''''''''' - -Indexed (No Dithering) -'''''''''''''''''''''' - -Indexed (Ordered Dither) -'''''''''''''''''''''''' - -Duplicate ---------- - -Sprite Size ------------ - -Canvas Size ------------ - -Rotate Canvas -------------- - -180 -''' - -90 CW -''''' - -90 CCW -'''''' - -Flip Canvas Horizontal -'''''''''''''''''''''' - -Flip Canvas Vertical -'''''''''''''''''''' - -Crop ----- - -Trim ----- - -Layer -===== - -Properties ----------- - -New Layer ---------- - -Remove Layer ------------- - -Background from Layer ---------------------- - -Layer from Background ---------------------- - -Duplicate ---------- - -Merge Down ----------- - -Flatten -------- - - -Frame -===== - -Properties ----------- - -New Frame ---------- - -Remove Frame ------------- - -Jump to -------- - -First Frame -''''''''''' - -Previous Frame -'''''''''''''' - -Next Frame -'''''''''' - -Last Frame -'''''''''' - -Play Animation --------------- - -Cel -=== - -Properties ----------- - - -Mask -==== - -All ---- - -Deselect --------- - -Reselect --------- - -Inverse -------- - -Color Range ------------ - -Load from MSK file ------------------- - -Save to MSK file ----------------- - -View -==== - -Editor ------- - -Make Unique -''''''''''' - -Split Vertically -'''''''''''''''' - -Split Horizontally -'''''''''''''''''' - -Close -''''' - -Grid ----- - -Grid Settings -''''''''''''' - -Show Grid -''''''''' - -Snap to Grid -'''''''''''' - -Preview -------- - -.. admonition:: Keyboard shortcut: - - F8 - -Using this command you can see the whole sprite with a checked background. -If tiled mode is activated, the sprite will be drawn as a pattern. -It is useful to check alpha channel and border joints (when the sprite is a tile). -When you are inside the Preview mode, you can use the following keys: - - - ESC or F8: Returns to the editor (exits from Preview mode). - - Plus/Minus key: Select a palette color as background (instead of the checked background). - - Left/Right: Move through frames. - -Refresh -------- - -Configure Screen ----------------- - -Tools -===== - -Configuration -------------- - -Animation Editor ----------------- - -Palette Editor --------------- - -Help -==== - --------------------- - Keyboard Shortcuts --------------------- - ---------------- - Customization ---------------- - -Here you have some explanation about how to customize your own copy of -ASE. Take care of all modifications you made in configuration files, and -make sure you have a backup copy of everything. - -Most of the customizable UI elements are taken from ``/data/gui.xml`` file. - -Keyboard Shortcuts -================== - -:: - - - - - - - - -Menus -===== - -:: - - - - - - - - -Tools -===== - -In the ``data/gui.xml`` file you will found a the following sections: - -:: - - - - - - - - - - - -In the ```` section you have the set of available tools in ASE -separated by groups (```` elements). Each group has a set of tools (```` elements). - - -------- - -:: - - - - - - - - - ------- - -:: - - - -The ``id`` attribute is used to identify the tool, it must be unique -between all tools. The ``text`` attribute specified the name of the -tool shown to the user. - -The ``ink`` attribute indicates what the tool does, e.g. paint, -select, pick a color, etc. Available inks are: - - - selection - - paint (paint with fg or bg, depending if left or right button was used) - - paint_fg - - paint_bg - - eraser - - replace_fg_with_bg - - replace_bg_with_fg - - pick_fg - - pick_bg - - scroll - - move - - blur - - jumble - -The ``controller`` specifies how mouse buttons are controlled. -Available controllers are: - - - freehand (e.g. pencil) - - point_by_point (e.g. polygon) - - one_point (e.g. paint bucket) - - two_points (e.g. lines, rectangles, etc.) - - four_points (e.g. bezier lines) - -The ``pointshape`` is the way a mouse point will be converted to an area -in the image. Available points: - - - pixel - - pen - - floodfill - - spray - -The ``intertwiner`` says how mouse points should be joined. -Available intertwiners: - - - none - - as_lines - - as_bezier - - as_rectangles - - as_ellipses diff --git a/docs/manual/split.py b/docs/manual/split.py deleted file mode 100644 index 43021b3d7..000000000 --- a/docs/manual/split.py +++ /dev/null @@ -1,89 +0,0 @@ -# Splits the rst .html output in various .html files -# Copyright (C) 2009 David Capello - -from xml.dom import Node -from xml.dom.minidom import parse, parseString - -def getElementById(node, id): - if node.hasAttribute("id") and node.getAttribute("id") == id: - return node - for child in node.childNodes: - if child.nodeType == Node.ELEMENT_NODE: - found = getElementById(child, id) - if found: - return found - return None - -def remapAHref(node, old, new): - if node.tagName == "a" and node.hasAttribute("href") and node.getAttribute("href") == old: - node.setAttribute("href", new) - for child in node.childNodes: - if child.nodeType == Node.ELEMENT_NODE: - remapAHref(child, old, new) - -def collectIdsInSection(node, ids, section): - if section: - if node.hasAttribute("id"): - ids.append([ section, node.getAttribute("id") ]) - elif node.tagName == "div" and \ - ( node.hasAttribute("class") and node.getAttribute("class") == "section") or \ - ( node.hasAttribute("id") and node.getAttribute("id") == "contents"): - if node.getAttribute("id") == "contents": - section = "index" - else: - section = node.getAttribute("id") - - for child in node.childNodes: - if child.nodeType == Node.ELEMENT_NODE: - collectIdsInSection(child, ids, section) - -def splitSection(doc, sectionId, removePrevs, outputFileName, idsToRemap): - # clone the whole document - doc2 = doc.cloneNode(True) - - # get the

element containing the specified section - div = getElementById(doc2.documentElement, sectionId) - if not div: - return - - # remove previous elements (
of previous sections and content table) - if removePrevs: - while div.previousSibling: - div.parentNode.removeChild(div.previousSibling) - - # remove next elements (
of next sections) - while div.nextSibling: - div.parentNode.removeChild(div.nextSibling) - - file = open(outputFileName, "w") - doc2.writexml(file) - file.close() - -###################################################################### - -manualDoc = parse("manual.html") - -# get IDs from any tag with a id="..." attribute -idsToRemap = [] -collectIdsInSection(manualDoc.documentElement, idsToRemap, None) - -# sections -sectionsIds = [] -for id in idsToRemap: - sectionsIds.append(id[0]) -sectionsIds = set(sectionsIds) - -# remap sections -for sectionId in sectionsIds: - remapAHref(manualDoc.documentElement, "#" + sectionId, sectionId + ".html") - -# remap all href to the future location -for id in idsToRemap: - remapAHref(manualDoc.documentElement, "#" + id[1], id[0] + ".html#" + id[1]) - -# create a file for the content table -splitSection(manualDoc, "contents", False, "index.html", idsToRemap) - -# create a file for each section -for sectionId in sectionsIds: - splitSection(manualDoc, sectionId, True, sectionId + ".html", idsToRemap)