Round 8: preset UX improvements, lock file, auto-save

- Preset combobox now reflects current preset correctly
- Selecting different preset in Config auto-loads it on OK
- Preset buttons changed to: New, Clone, Rename, Delete (removed Save/Load)
- New creates preset with default values
- Clone copies current preset state to new name
- Rename changes preset name and updates file associations
- Delete removes preset (Default protected) and switches to Default
- Window titles show preset: "AniPhallow (PresetName)"
- Lock file prevents duplicate plugin instances
- Auto-save (saveAll) called on every state-modifying action
- addPresetName/removePresetName helpers for sorted preset list
This commit is contained in:
Cidwel Highwind 2026-04-03 20:35:59 +02:00
parent 9e3a2702dc
commit 67edfb0b1d
1 changed files with 220 additions and 124 deletions

View File

@ -34,6 +34,7 @@ local GB_COLS = 16 -- tiles per row in optimized image (128px = GB standard)
local PRESETS_DIR = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_presets")
local MASTER_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_master.ini")
local OLD_PREFS_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_prefs.ini")
local LOCK_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow.lock")
----------------------------------------------------------------------
-- State
@ -226,6 +227,23 @@ local function resetToDefaults()
S.selectedFrame = 0
end
----------------------------------------------------------------------
-- Preset name helpers
----------------------------------------------------------------------
local function addPresetName(name)
for _, n in ipairs(knownPresetNames) do
if n == name then return end
end
table.insert(knownPresetNames, name)
table.sort(knownPresetNames, function(a, b) return a:lower() < b:lower() end)
end
local function removePresetName(name)
for i, n in ipairs(knownPresetNames) do
if n == name then table.remove(knownPresetNames, i); return end
end
end
----------------------------------------------------------------------
-- Preset system: save/load preset files and master file
----------------------------------------------------------------------
@ -1225,6 +1243,13 @@ local function buildOptimizedImage(img, tiles, compress, silhouette, silhouetteC
end
end
----------------------------------------------------------------------
-- Lock file helpers
----------------------------------------------------------------------
local function removeLockFile()
os.remove(LOCK_FILE)
end
----------------------------------------------------------------------
-- Preview Window (primary window)
----------------------------------------------------------------------
@ -1275,7 +1300,7 @@ openPreviewWindow = function()
pvHeight = math.max(pvHeight, 40)
previewDlg = Dialog{
title = "AniPhallow Preview",
title = "AniPhallow (" .. S.currentPreset .. ")",
onclose = function()
if previewTimer then pcall(function() previewTimer:stop() end) end
if pvRefreshTimer then pcall(function() pvRefreshTimer:stop() end) end
@ -1284,6 +1309,8 @@ openPreviewWindow = function()
previewDlg = nil
S.previewWindowOpen = false
saveAll()
-- If main dialog is also closed, remove lock
if not mainDlg then removeLockFile() end
end
}
@ -1474,6 +1501,9 @@ openPreviewWindow = function()
pcall(function() mainDlg:close() end)
openMainDialog()
end
-- Reopen preview to update title
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
end
end
@ -1521,6 +1551,7 @@ openMainDialog = function()
if gridY < 0 or gridY + S.tileH > S.sourceImage.height then return end
if not S.anims[name] then S.anims[name] = {} end
table.insert(S.anims[name], { x = gridX, y = gridY, flipped = flipped, offX = 0, offY = 0 })
saveAll()
dlg:repaint()
end
@ -1560,7 +1591,7 @@ openMainDialog = function()
local viewH = math.min(contentH, SOURCE_VIEWPORT_H)
dlg = Dialog{
title = "AniPhallow - Animation Builder",
title = "AniPhallow (" .. S.currentPreset .. ")",
onclose = function()
if mainAnimTimer then pcall(function() mainAnimTimer:stop() end) end
if mainRefreshTimer then pcall(function() mainRefreshTimer:stop() end) end
@ -1568,6 +1599,8 @@ openMainDialog = function()
mainRefreshTimer = nil
mainDlg = nil
saveAll()
-- If preview is also closed, remove lock
if not previewDlg then removeLockFile() end
end
}
mainDlg = dlg
@ -1599,151 +1632,168 @@ openMainDialog = function()
-- Presets section
--------------------------------------------------------
d:separator{ text = "Presets" }
local presetNames = getAllPresetNames()
d:combobox{ id = "presetList", label = "Preset:", option = S.currentPreset, options = presetNames }
d:button{ id = "btnPresetSave", text = "Save", onclick = function()
local saveDlg = Dialog{ title = "Save Preset" }
saveDlg:entry{ id = "name", label = "Name:", text = S.currentPreset }
saveDlg:button{ id = "ok", text = "Save" }
saveDlg:button{ text = "Cancel" }
saveDlg:show()
if saveDlg.data.ok then
local pname = saveDlg.data.name
if pname and pname ~= "" then
-- Check if name exists and differs from current
if pname ~= S.currentPreset then
-- Check if preset already exists
d:combobox{ id = "presetSelect", option = S.currentPreset, options = getAllPresetNames() }
d:button{ id = "presetNew", text = "New", onclick = function()
local nd = Dialog{ title = "New Preset" }
nd:entry{ id = "name", label = "Name:", text = "" }
nd:button{ id = "ok", text = "OK" }
nd:button{ text = "Cancel" }
nd:show()
if nd.data.ok and nd.data.name and nd.data.name ~= "" then
local newName = nd.data.name
-- Check if exists
local exists = false
for _, n in ipairs(knownPresetNames) do
if n == pname then exists = true; break end
for _, n in ipairs(getAllPresetNames()) do
if n == newName then exists = true; break end
end
if exists then
local confirm = app.alert{
title = "Overwrite Preset",
text = "Preset '" .. pname .. "' already exists. Overwrite?",
buttons = { "Overwrite", "Cancel" }
}
if confirm ~= 1 then return end
local r = app.alert{ title = "Overwrite?", text = "Preset '" .. newName .. "' already exists. Overwrite?", buttons = {"Overwrite", "Cancel"} }
if r ~= 1 then return end
end
end
S.currentPreset = pname
-- Add to known names if new
local found = false
for _, n in ipairs(knownPresetNames) do
if n == pname then found = true; break end
end
if not found then
table.insert(knownPresetNames, pname)
end
-- Associate with current file
if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
filePresetMap[app.sprite.filename] = pname
end
saveAll()
-- Update combobox
pcall(function()
d:modify{ id = "presetList", options = getAllPresetNames(), option = S.currentPreset }
end)
end
end
end }
d:button{ id = "btnPresetLoad", text = "Load", onclick = function()
local selectedPreset = d.data.presetList
if selectedPreset and selectedPreset ~= "" then
-- Save current preset first
savePreset(S.currentPreset)
-- Load the new preset
loadPreset(selectedPreset)
S.currentPreset = selectedPreset
-- Associate with current file
if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
filePresetMap[app.sprite.filename] = selectedPreset
end
-- Reset to defaults and save as new preset
resetToDefaults()
S.currentPreset = newName
addPresetName(newName)
savePreset(newName)
local currentFile = app.sprite and app.sprite.filename or ""
if currentFile ~= "" then filePresetMap[currentFile] = newName end
saveMaster()
-- Close config dialog and reopen main dialog
-- Close config and reopen main
d:close()
if mainDlg then
pcall(function() mainDlg:close() end)
end
if mainDlg then pcall(function() mainDlg:close() end) end
openMainDialog()
-- Reopen preview to update title
if previewDlg then
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
end
end }
d:button{ id = "btnPresetClone", text = "Clone", onclick = function()
local cloneDlg = Dialog{ title = "Clone Preset" }
cloneDlg:entry{ id = "name", label = "New name:", text = S.currentPreset .. "_copy" }
cloneDlg:button{ id = "ok", text = "Clone" }
cloneDlg:button{ text = "Cancel" }
cloneDlg:show()
if cloneDlg.data.ok then
local newName = cloneDlg.data.name
if newName and newName ~= "" then
d:button{ id = "presetClone", text = "Clone", onclick = function()
local cd = Dialog{ title = "Clone Preset" }
cd:entry{ id = "name", label = "New name:", text = S.currentPreset .. "_copy" }
cd:button{ id = "ok", text = "Clone" }
cd:button{ text = "Cancel" }
cd:show()
if cd.data.ok and cd.data.name and cd.data.name ~= "" then
local newName = cd.data.name
-- Check if name already exists
local exists = false
for _, n in ipairs(knownPresetNames) do
for _, n in ipairs(getAllPresetNames()) do
if n == newName then exists = true; break end
end
if exists then
app.alert("Preset '" .. newName .. "' already exists.")
return
end
-- Save current state as the new preset
-- Save current state as the new preset (clone)
savePreset(newName)
table.insert(knownPresetNames, newName)
addPresetName(newName)
S.currentPreset = newName
-- Associate with current file
if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
filePresetMap[app.sprite.filename] = newName
end
local currentFile = app.sprite and app.sprite.filename or ""
if currentFile ~= "" then filePresetMap[currentFile] = newName end
saveMaster()
-- Update combobox
pcall(function()
d:modify{ id = "presetList", options = getAllPresetNames(), option = S.currentPreset }
end)
-- Close config and reopen main
d:close()
if mainDlg then pcall(function() mainDlg:close() end) end
openMainDialog()
-- Reopen preview to update title
if previewDlg then
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
end
end }
d:button{ id = "btnPresetDelete", text = "Delete", onclick = function()
local selectedPreset = d.data.presetList
if not selectedPreset or selectedPreset == "" then return end
if selectedPreset == "Default" then
d:button{ id = "presetRename", text = "Rename", onclick = function()
if S.currentPreset == "Default" then
app.alert("Cannot rename the Default preset.")
return
end
local rd = Dialog{ title = "Rename Preset" }
rd:entry{ id = "name", label = "New name:", text = S.currentPreset }
rd:button{ id = "ok", text = "OK" }
rd:button{ text = "Cancel" }
rd:show()
if rd.data.ok and rd.data.name and rd.data.name ~= "" then
local newName = rd.data.name
if newName == S.currentPreset then return end
-- Check if name already exists
local exists = false
for _, n in ipairs(getAllPresetNames()) do
if n == newName then exists = true; break end
end
if exists then
app.alert("Preset '" .. newName .. "' already exists.")
return
end
local oldName = S.currentPreset
-- Rename the preset file
local oldPath = app.fs.joinPath(PRESETS_DIR, oldName .. ".ini")
local newPath = app.fs.joinPath(PRESETS_DIR, newName .. ".ini")
os.rename(oldPath, newPath)
-- Update known names
removePresetName(oldName)
addPresetName(newName)
-- Update file associations
for filepath, preset in pairs(filePresetMap) do
if preset == oldName then
filePresetMap[filepath] = newName
end
end
S.currentPreset = newName
saveMaster()
-- Close config and reopen main
d:close()
if mainDlg then pcall(function() mainDlg:close() end) end
openMainDialog()
-- Reopen preview to update title
if previewDlg then
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
end
end }
d:button{ id = "presetDelete", text = "Delete", onclick = function()
if S.currentPreset == "Default" then
app.alert("Cannot delete the Default preset.")
return
end
local confirm = app.alert{
title = "Delete Preset",
text = "Delete preset '" .. selectedPreset .. "'?",
text = "Delete preset '" .. S.currentPreset .. "'?",
buttons = { "Delete", "Cancel" }
}
if confirm ~= 1 then return end
local deleteName = S.currentPreset
-- Delete the preset file
local path = app.fs.joinPath(PRESETS_DIR, selectedPreset .. ".ini")
local path = app.fs.joinPath(PRESETS_DIR, deleteName .. ".ini")
os.remove(path)
-- Remove from known names
for i, n in ipairs(knownPresetNames) do
if n == selectedPreset then
table.remove(knownPresetNames, i)
break
end
end
removePresetName(deleteName)
-- Remove file associations pointing to this preset
for filepath, preset in pairs(filePresetMap) do
if preset == selectedPreset then
if preset == deleteName then
filePresetMap[filepath] = nil
end
end
-- If current preset was deleted, switch to Default
if S.currentPreset == selectedPreset then
-- Switch to Default
loadPreset("Default")
S.currentPreset = "Default"
if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
filePresetMap[app.sprite.filename] = nil
end
end
saveMaster()
-- Update combobox
pcall(function()
d:modify{ id = "presetList", options = getAllPresetNames(), option = S.currentPreset }
end)
-- Close config and reopen main
d:close()
if mainDlg then pcall(function() mainDlg:close() end) end
openMainDialog()
-- Reopen preview to update title
if previewDlg then
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
end }
--------------------------------------------------------
@ -1806,6 +1856,28 @@ openMainDialog = function()
local plv = d.data.previewLayoutValue
if plv < 1 then plv = 1 elseif plv > 20 then plv = 20 end
S.previewLayoutValue = plv
-- Check if preset changed via combobox
local selectedPreset = d.data.presetSelect
local presetChanged = false
if selectedPreset and selectedPreset ~= S.currentPreset then
savePreset(S.currentPreset) -- Save current first
loadPreset(selectedPreset) -- Load new
S.currentPreset = selectedPreset
local currentFile = app.sprite and app.sprite.filename or ""
if currentFile ~= "" then filePresetMap[currentFile] = selectedPreset end
presetChanged = true
end
saveAll()
if presetChanged then
dlg:close()
openMainDialog()
-- Reopen preview to update title
if previewDlg then
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
return
end
dlg:repaint()
end
end
@ -2198,6 +2270,7 @@ openMainDialog = function()
S.selectedFrame = #frames
end
if #frames == 0 then S.selectedFrame = 0 end
saveAll()
dlg:repaint()
end
end
@ -2225,6 +2298,7 @@ openMainDialog = function()
local frame = table.remove(frames, from)
table.insert(frames, to, frame)
S.selectedFrame = to
saveAll()
end
end
S.frameDragging = false
@ -2251,6 +2325,7 @@ openMainDialog = function()
local frames = S.anims[name]
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].flipped = not frames[S.selectedFrame].flipped
saveAll()
dlg:repaint()
end
}
@ -2264,6 +2339,7 @@ openMainDialog = function()
local frames = S.anims[name]
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].flippedV = not frames[S.selectedFrame].flippedV
saveAll()
dlg:repaint()
end
}
@ -2279,6 +2355,7 @@ openMainDialog = function()
local idx = S.selectedFrame
frames[idx], frames[idx - 1] = frames[idx - 1], frames[idx]
S.selectedFrame = idx - 1
saveAll()
dlg:repaint()
end
}
@ -2294,6 +2371,7 @@ openMainDialog = function()
local idx = S.selectedFrame
frames[idx], frames[idx + 1] = frames[idx + 1], frames[idx]
S.selectedFrame = idx + 1
saveAll()
dlg:repaint()
end
}
@ -2336,6 +2414,7 @@ openMainDialog = function()
S.selectedFrame = #frames
end
if #frames == 0 then S.selectedFrame = 0 end
saveAll()
dlg:repaint()
end
}
@ -2353,6 +2432,7 @@ openMainDialog = function()
local frames = S.anims[name]
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].offY = (frames[S.selectedFrame].offY or 0) - 1
saveAll()
dlg:repaint()
end
}
@ -2365,6 +2445,7 @@ openMainDialog = function()
local frames = S.anims[name]
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].offY = (frames[S.selectedFrame].offY or 0) + 1
saveAll()
dlg:repaint()
end
}
@ -2377,6 +2458,7 @@ openMainDialog = function()
local frames = S.anims[name]
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].offX = (frames[S.selectedFrame].offX or 0) - 1
saveAll()
dlg:repaint()
end
}
@ -2389,6 +2471,7 @@ openMainDialog = function()
local frames = S.anims[name]
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].offX = (frames[S.selectedFrame].offX or 0) + 1
saveAll()
dlg:repaint()
end
}
@ -2402,6 +2485,7 @@ openMainDialog = function()
if not frames or S.selectedFrame > #frames then return end
frames[S.selectedFrame].offX = 0
frames[S.selectedFrame].offY = 0
saveAll()
dlg:repaint()
end
}
@ -2482,6 +2566,7 @@ openMainDialog = function()
width = math.min(S.gbOptImage.width * z, SOURCE_VIEWPORT_W),
height = math.min(S.gbOptImage.height * z, GB_OPT_H) }
end
saveAll()
dlg:repaint()
end
}
@ -3117,6 +3202,7 @@ openMainDialog = function()
if not path or path == "" then return end
S.gbLastSavePath = path
saveAll()
local optW = S.gbOptImage.width
local optH = S.gbOptImage.height
@ -3171,6 +3257,11 @@ openMainDialog = function()
S.currentPreset = presetForFile
pcall(function() dlg:close() end)
openMainDialog()
-- Reopen preview to update title
if previewDlg then
pcall(function() previewDlg:close() end)
openPreviewWindow()
end
end
end
end
@ -3190,12 +3281,17 @@ local function run()
app.alert("No sprite is open.")
return
end
-- Toggle: if already running, close everything
if previewDlg then
pcall(function() previewDlg:close() end)
if mainDlg then pcall(function() mainDlg:close() end) end
-- Check if already running via lock file
local lockF = io.open(LOCK_FILE, "r")
if lockF then
lockF:close()
app.alert("AniPhallow is already running.")
return
end
-- Create lock file
local lf = io.open(LOCK_FILE, "w")
if lf then lf:write("running"); lf:close() end
S.currentTab = "Animations"
refreshSource()
-- Always open preview window on launch