@# @# Documentation about how to program scripts with ASE @# @document_title=ASE Scripting Manual @html_footer=Back to contents @rtfh=ASE - Scripting @$\input texinfo @$@documentlanguage es @$@setfilename script.info @$@settitle ASE Scripting Manual @$@setchapternewpage odd @$@paragraphindent 0 @$@setchapternewpage off @# This should remain commented at the moment (dvi output) @$@finalout @$ @$@ifinfo @$This is the Info version of the ASE Scripting manual @$ @$By David A. Capello @$@end ifinfo @$ @$@node Top, , (dir), (dir) @titlepage @
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                    ASE Scripting 0.6

                 By David A. Capello, 2005.

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#include <std_disclaimer.h>
"I do not accept responsibility for any effects, adverse or otherwise, that this code may have on you, your computer, your sanity, your dog, and anything else that you can think of. Use it at your own risk."
@!titlepage @!text @heading Contents @contents @text @text @heading Introduction ASE has scripting facilities. You can make a script (a text file) with a set of routines to make images, effects, or anything you think. ASE uses Lua library to do this, so you should know program in Lua, anyway, it's really simple, so you'll not have any inconvenient. The complete reference of Lua language is in lua-5.0.pdf. Also, you need a text editor to write Lua scripts (the Windows Notepad can be used). @hnode Warning about Lua You should known that ASE uses a patched version of Lua, where you can use the != operator instead of ~= if current_sprite != nil then -- we can use the current_sprite variable... end @heading Basic Lua Programming @hnode Comments Comments start with -- -- this line will be never parsed Or you can comment multiple lines --[[ blah blah blah... ]]-- @hnode Example 1 local a = 4 local b = 5 print ("a+b is: " .. (a+b)) Here we define two variables "a" and "b" with the values "4" and "5" respectively. Then we print the string "a+b is: " follower by the result of the operation a+b (4+5) that is 9, so the final message is: a+b is: 9 Also we could use: print (a.."+"..b.." is: "..(a+b)) To print: 4+5 is: 9 @hnode Example 2 function add (a, b) return a+b end print ("1+2 = " .. add (1, 2)) With the "function" keyword you define a new function, in this case the "add" function, the names between parenthesis indicate the arguments (parameters) that you must give to that routine. @hnode Example 3 for c = 1, 10 do print (c) end This repeat the block between the "do" keyword and the "end" keyword 10 times (from 1 to 10 inclusive). So this print: 1 2 3 4 5 6 7 8 9 10 @hnode Example 4 for c = 1, 10 do if c == 5 then break end print (c) end In this case when "c" come to 5 the for is breaked so the other iterations aren't made. This print: 1 2 3 4 @hnode Example 5 for c = 1, 5 do if c != 3 then print ("c isn't 3 (c is " .. c .. ")") else print ("c is 3") end end The != operator means "not equal" (negation of equality). You can use the original Lua operator ~= too. This print: c isn't 3 (c is 1) c isn't 3 (c is 2) c is 3 c isn't 3 (c is 4) c isn't 3 (c is 5) @hnode Example 6 local done = false local a = 1 while not done do print (a) if a == 3 then done = true end a = a + 1 end This print: 1 2 3 And can be implemented in this way too: local a = 1 while a <= 3 do print (a) a = a + 1 end @heading ImgType The imgtype (image-type) is the format of each pixel in a image. Sprites have a lot of images, but all images must have the same imgtype. The know imgtypes are: RGB, Grayscale, Indexed, Bitmap. @hnode IMAGE_RGB Means that the image have four components (channels or bytes) per pixel, where the values of these components can be between 0 and 255 (256 differents tones), where 255 the maximum intensity. RGB is RGBA really: @tallbullets
  • R: Red.
  • G: Green.
  • B: Blue.
  • A: Alpha (transparency or opacity).
(0,0,0,0) is mask color, (0,0,0,255) is black, and (255,255,255,255) is white. @hnode IMAGE_GRAYSCALE The image has two channels (two bytes) per pixel. @tallbullets
  • K: Luminance (or black channel)
  • A: Alpha (transparency or opacity).
(0,0) is mask color, (0,255) is black, (255,255) is white. @hnode IMAGE_INDEXED Image uses one byte per pixel: @tallbullets
  • Index: index of the color that we must use from the color-palette.
In this imgtype, each pixel hasn't the color information, only has a reference to the color-palette (from 0 to 255, 256 colors), so the RGB information about the color is found in the color-palette and not in the image. The index=0 is the mask color. @hnode IMAGE_BITMAP An internal imgtype to handle masks, where a pixel is a bit, and 8 pixels are a byte. 1 means selected, 0 deselected. @heading Standard routines @@double @MAX (double x, double y); Returns the maximum value. @@double @MIN (double x, double y); Returns the minimum value. @@double @MID (double x, double y, double z); Limits the y value to x and z. @@void @include (const char *filename); @@void @dofile (const char *filename); Process the script that is in the file with the given filename. It's searched in the current and in the "data/scripts" directories. @@void @print (const char *buf); Prints a message in the console, this is useful mainly to debug scripts or to show errors. @@double @rand (double min, double max); Returns a random number between min and max values. @heading String routines @@const char *@_ (const char *msgid); Tries to translate the string msgid to the current language, the entry must exists in the .po file. @@int @strcmp (const char *s1, const char *s2); Compares the two strings s1 and s2. It returns an integer less than, equal to, or greater than zero if s1 is found, respectively, to be less than, to match, or be greater than s2. @heading Math routines @hnode Constants PI: the ratio of a circle's circumference to its diameter (3.141592...). @hnode Routines @@double @fabs (double x); Return the absolute value of the number x. @@double @ceil (double x); @xref floor This funtion rounds x up to the nearest integer. @@double @floor (double x); @xref ceil This funtion rounds x down to the nearest integer. @@double @exp (double x); @xref log Returns the value of e (the base of natural logarithms) raised to the power of x. @@double @log (double x); @xref exp, log10 Returns the natural logarithm of x. @@double @log10 (double x); @xref log Returns the base-10 logarithm of x. @@double @pow (double x, double y); @xref sqrt Returns the value of x raised to the power of y. @@double @sqrt (double x); @xref hypot, pow Returns the non-negative square root of x. @@double @hypot (double x, double y); @xref sqrt Returns the sqrt(x*x + y*y). This is the length of the hypotenuse of a right-angle triangle with sides of length x and y, or the distance of the point (x, y) from the origin. @@double @cos (double x); @xref sin, tan, acos Returns the cosine of x, where x is given in radians. @@double @sin (double x); @xref cos, tan, asin Returns the sine of x, where x is given in radians. @@double @tan (double x); @xref cos, sin, atan Returns the tangent of x, where x is given in radians. @@double @acos (double x); @xref cos Returns the arc cosine in radians and the value is mathematically defined to be between 0 and PI (inclusive). @@double @asin (double x); @xref sin Returns the arc sine in radians and the value is mathematically defined to be between -PI/2 and PI/2 (inclusive). @@double @atan (double x); @xref tan, atan2 Returns the arc tangent in radians and the value is mathematically defined to be between -PI/2 and PI/2 (inclusive). @@double @atan2 (double y, double x); @xref atan Returns the result in radians, which is between -PI and PI (inclusive). @@double @cosh (double x); Returns the hyperbolic cosine of x, which is defined mathematically as (exp(x) + exp(-x)) / 2. @@double @sinh (double x); Returns the hyperbolic sine of x, which is defined mathematically as (exp(x) - exp(-x)) / 2. @@double @tanh (double x); Returns the hyperbolic tangent of x, which is defined mathematically as sinh(x) / cosh(x). @heading File routines @@bool @file_exists (const char *filename); Checks whether a file matching the given name exists, returning true if it does. @@char *@get_filename (const char *filename); When passed a completely specified file path, this returns a pointer to the filename portion. Both ´\´ and ´/´ are recognized as directory separators. @heading Objects There are a special type of variables in Lua scripts: objects (represented with user-data). Each object can be of some of these types: @tallbullets
  • Graphics objects: Image, Frame, Layer, Mask, Path, Sprite, Stock, Undo.
  • Effect objects: Effect, ConvMatr, Curve, CurvePoint.
  • GUI objects: JEvent, JList, JRect, JRegion, JWidget.
@heading Image An image, has width and height, an image-type (RGB, Grayscale, etc.), and contains the image data (pixels, pixmap, or bitmap). @hnode Image fields
  • [number] image.imgtype
    See sprite.imgtype
  • [number] image.w
    [number] image.h
    The width and height (in pixels) of this image.
@hnode Image methods @@Image *@image_new (int imgtype, int w, int h); Creates a new image @@Image *@image_new_copy (Image *image); @@void @image_free (Image *image); @@int @image_getpixel (Image *image, int x, int y); @@void @image_putpixel (Image *image, int x, int y, int color); @@void @image_clear (Image *image, int color); @@void @image_copy (Image *dst, Image *src, int x, int y); @@void @image_merge (Image *dst, Image *src, int x, int y, int opacity, int blend_mode); @@Image *@image_crop (Image *image, int x, int y, int w, int h); @@void @image_hline (Image *image, int x1, int y, int x2, int color); @@void @image_vline (Image *image, int x, int y1, int y2, int color); @@void @image_rect (Image *image, int x1, int y1, int x2, int y2, int color); @@void @image_rectfill (Image *image, int x1, int y1, int x2, int y2, int color); @@void @image_line (Image *image, int x1, int y1, int x2, int y2, int color); @@void @image_ellipse (Image *image, int x1, int y1, int x2, int y2, int color); @@void @image_ellipsefill (Image *image, int x1, int y1, int x2, int y2, int color); @@void @image_convert (Image *dst, Image *src); @@int @image_count_diff (Image *i1, Image *i2); @heading Frame A frame of animation, it contains the position, opacity and a reference (by index) to some image in the image's stock of the layer where this frame is. Remember this, a frame doesn't contain the image, only a reference to it. @@Frame *@frame_new (int frpos, int image, int x, int y, int opacity); @@Frame *@frame_new_copy (Frame *frame); @@void @frame_free (Frame *frame); @@Frame *@frame_is_link (Frame *frame, Layer *layer); @@void @frame_set_frpos (Frame *frame, int frpos); @@void @frame_set_image (Frame *frame, int image); @@void @frame_set_position (Frame *frame, int x, int y); @@void @frame_set_opacity (Frame *frame, int opacity); @heading Layer A layer can be two things: a normal layer (also called image layer), or a layer set. A layer set is a group of child layers (like "sprite.set"). A normal layer is a complete different thing. A normal layer has a stock of images and a list of frames, each frame has a reference to the image's stock, so each frame uses some image of the stock. If two frames uses the same stock images, the first frame is called the "original frame" and all other frames are called "links". @@Layer *@layer_new (int imgtype); @@Layer *@layer_set_new (void); @@Layer *@layer_new_copy (Layer *layer); @\Layer *@layer_new_with_image (int imgtype, int x, int y, int w, int h, @@ int frpos); @@void @layer_free (Layer *layer); @@bool @layer_is_image (Layer *layer); @@bool @layer_is_set (Layer *layer); @@Layer *@layer_get_prev (Layer *layer); @@Layer *@layer_get_next (Layer *layer); @@void @layer_set_name (Layer *layer, const char *name); @@void @layer_set_blend_mode (Layer *layer, int blend_mode); @@void @layer_add_frame (Layer *layer, Frame *frame); @@void @layer_remove_frame (Layer *layer, Frame *frame); @@Frame *@layer_get_frame (Layer *layer, int frpos); @@void @layer_add_layer (Layer *set, Layer *layer); @@void @layer_remove_layer (Layer *set, Layer *layer); @@void @layer_move_layer (Layer *set, Layer *layer, Layer *after); @@void @layer_render (Layer *layer, Image *image, int x, int y, int frpos); @\Layer *@layer_flatten (Layer *layer, int imgtype, int x, int y, int w, int h, @@ int frmin, int frmax); @heading Mask @@Mask *@mask_new (void); @@Mask *@mask_new_copy (Mask *mask); @@void @mask_free (Mask *mask); @@bool @mask_is_empty (Mask *mask); @@void @mask_set_name (Mask *mask, const char *name); @@void @mask_move (Mask *mask, int x, int y); @@void @mask_none (Mask *mask); @@void @mask_invert (Mask *mask); @@void @mask_replace (Mask *mask, int x, int y, int w, int h); @@void @mask_union (Mask *mask, int x, int y, int w, int h); @@void @mask_subtract (Mask *mask, int x, int y, int w, int h); @@void @mask_intersect (Mask *mask, int x, int y, int w, int h); @@void @mask_merge (Mask *dst, Mask *src); @@void @mask_by_color (Mask *mask, Image *image, int color, int fuzziness); @@void @mask_crop (Mask *mask, Image *image); @heading Path @@Path *@path_new (const char *name); @@void @path_free (Path *path); @@void @path_set_join (Path *path, int join); @tallbullets
  • PATH_JOIN_MITER
  • PATH_JOIN_ROUND
  • PATH_JOIN_BEVEL
@@void @path_set_cap (Path *path, int cap); @tallbullets
  • PATH_CAP_BUTT
  • PATH_CAP_ROUND
  • PATH_CAP_SQUARE
@@void @path_moveto (Path *path, double x, double y); @@void @path_lineto (Path *path, double x, double y); @@void @path_curveto (Path *path, double control_x1, double control_y1, double control_x2, double control_y2, double end_x, double end_y); @@void @path_close (Path *path); @@void @path_move (Path *path, double x, double y); @@void @path_stroke (Path *path, Image *image, int color, double brush_size); @@void @path_fill (Path *path, Image *image, int color); @heading Sprite The sprite is the main object of ASE (remember Allegro "Sprite" Editor), and it's the structure that contains all data: layers, frames, stocks, images, masks, paths, and undo information are inside the same sprite. There are a global variable of Sprite type: current_sprite. This could be "nil" if there aren't a selected sprite in the moment. You should known about the difference between the "current_sprite" in scripts and the sprite in the current editor. Because when you select a sprite with "set_current_sprite", only the "current_sprite" global pointer is set, but the sprite in the current editor is maintain intact. So when ASE runs a script, the "current_sprite" will be pointing to the sprite in the current editor, but if you change the "current_sprite" (with "set_current_sprite" routine) you'll not get that sprite in the editor (use "sprite_show" function instead). @@Sprite *@sprite_new (int imgtype, int w, int h); @@Sprite *@sprite_new_copy (Sprite *sprite); @@Sprite *@sprite_new_flatten_copy (Sprite *sprite); @@Sprite *@sprite_new_with_layer (int imgtype, int w, int h); @@void @sprite_free (Sprite *sprite); @@void @sprite_lock (Sprite *sprite); @@void @sprite_unlock (Sprite *sprite); @@bool @sprite_is_locked (Sprite *sprite); @@bool @sprite_is_modified (Sprite *sprite); @@void @sprite_was_saved (Sprite *sprite); @@void @sprite_set_filename (Sprite *sprite, const char *filename); @@void @sprite_set_size (Sprite *sprite, int w, int h); @@void @sprite_set_frames (Sprite *sprite, int frames); @@void @sprite_set_speed (Sprite *sprite, int speed); @@void @sprite_set_path (Sprite *sprite, Path *path); @@void @sprite_set_mask (Sprite *sprite, Mask *mask); @@void @sprite_set_layer (Sprite *sprite, Layer *layer); @@void @sprite_set_frpos (Sprite *sprite, int frpos); @@void @sprite_set_imgtype (Sprite *sprite, int imgtype, int dithering_method); @@void @sprite_add_path (Sprite *sprite, Path *path); @@void @sprite_remove_path (Sprite *sprite, Path *path); @@void @sprite_add_mask (Sprite *sprite, Mask *mask); @@void @sprite_remove_mask (Sprite *sprite, Mask *mask); @@Mask *@sprite_request_mask (Sprite *sprite, const char *name); @@void @sprite_render (Sprite *sprite, Image *image, int x, int y); @heading Stock Stock of images. Each image layer has its own image's stock to provide images to its frames. @@Stock *@stock_new (int imgtype); @@Stock *@stock_new_copy (Stock *stock); @@void @stock_free (Stock *stock); @@int @stock_add_image (Stock *stock, Image *image); @@void @stock_remove_image (Stock *stock, Image *image); @@void @stock_replace_image (Stock *stock, int index, Image *image); @@Image *@stock_get_image (Stock *stock, int index); @heading Undo @@Undo *@undo_new (Sprite *sprite); @@void @undo_free (Undo *undo); @@void @undo_enable (Undo *undo); @@void @undo_disable (Undo *undo); @@bool @undo_is_enabled (Undo *undo); @@bool @undo_is_disabled (Undo *undo); @@bool @undo_can_undo (Undo *undo); @@bool @undo_can_redo (Undo *undo); @@void @undo_undo (Undo *undo); @@void @undo_redo (Undo *undo); @@void @undo_open (Undo *undo); @@void @undo_close (Undo *undo); @@void @undo_image (Undo *undo, Image *image, int x, int y, int w, int h); @\void @undo_flip (Undo *undo, Image *image, int x1, int y1, int x2, int y2, @@ int horz); @@void @undo_add_image (Undo *undo, Stock *stock, Image *image); @@void @undo_remove_image (Undo *undo, Stock *stock, Image *image); @@void @undo_replace_image (Undo *undo, Stock *stock, int index); @@void @undo_add_frame (Undo *undo, Layer *layer, Frame *frame); @@void @undo_remove_frame (Undo *undo, Layer *layer, Frame *frame); @@void @undo_add_layer (Undo *undo, Layer *set, Layer *layer); @@void @undo_remove_layer (Undo *undo, Layer *layer); @@void @undo_move_layer (Undo *undo, Layer *layer); @@void @undo_set_layer (Undo *undo, Sprite *sprite); @@void @undo_set_mask (Undo *undo, Sprite *sprite); @heading Effect @@Effect *@effect_new (Sprite *sprite, const char *name); @@void @effect_free (Effect *effect); @@void @effect_load_target (Effect *effect); @@void @effect_set_target (Effect *effect, bool r, bool g, bool b, bool k, bool a, bool index); @@void @effect_set_target_rgb (Effect *effect, bool r, bool g, bool b, bool a); @@void @effect_set_target_grayscale (Effect *effect, bool k, bool a); @@void @effect_set_target_indexed (Effect *effect, bool r, bool g, bool b, bool index); @@void @effect_begin (Effect *effect); @@void @effect_begin_for_preview (Effect *effect); @@int @effect_apply_step (Effect *effect); @@void @effect_apply (Effect *effect); @@void @effect_flush (Effect *effect); @@void @effect_apply_to_image (Effect *effect, Image *image, int x, int y); @@void @effect_apply_to_target (Effect *effect); @heading ConvMatr @@ConvMatr *@convmatr_new (int w, int h); @@ConvMatr *@convmatr_new_string (const char *format); @@void @convmatr_free (ConvMatr *convmatr); @hnode Convolution Matrix Effect @@void @set_convmatr (ConvMatr *convmatr); @@ConvMatr *@get_convmatr (void); @@ConvMatr *@get_convmatr_by_name (const char *name); @heading Curve Curve is a type to represent a function y=f(x). It's mainly used in color-curve effect. @@Curve *@curve_new (int type); Creates a new curve, type can be CURVE_LINEAR or CURVE_SPLINE. @@void @curve_free (Curve *curve); @@void @curve_add_point (Curve *curve, CurvePoint *point); @@void @curve_remove_point (Curve *curve, CurvePoint *point); @hnode Color Curve Effect @@void @set_color_curve (Curve *curve); @heading CurvePoint @@CurvePoint *@curve_point_new (int x, int y); @@void @curve_point_free (CurvePoint *point); @heading JEvent @heading JList @heading JRect @hnode JRect fields
  • [number] rect.x
    [number] rect.y
    Position of the upper-left corner of the rectangle.
  • [number] rect.w
    [number] rect.h
    Size of the rectangle (width and height).
@heading JRegion @heading JWidget @!text @$@ifinfo @headingnocontent Index @index @$@end ifinfo @$@contents @$@bye @text