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Reid 2023-10-07 20:19:07 -07:00
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commit 6b7683a143
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@ -192,7 +192,7 @@ dependencies = [
[[package]] [[package]]
name = "gd-icon-renderer" name = "gd-icon-renderer"
version = "1.0.0" version = "1.0.1"
dependencies = [ dependencies = [
"image", "image",
"imageproc", "imageproc",

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@ -1,7 +1,7 @@
[package] [package]
name = "gd-icon-renderer" name = "gd-icon-renderer"
description = "A tool to render Geometry Dash icons." description = "A tool to render Geometry Dash icons."
version = "1.0.0" version = "1.0.1"
edition = "2021" edition = "2021"
license-file = "LICENSE" license-file = "LICENSE"
repository = "https://git.reidlab.online/reidlab/gd-icon-renderer" repository = "https://git.reidlab.online/reidlab/gd-icon-renderer"

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# gd-icon-renderer # gd-icon-renderer
A rust Geometry Dash icon renderer. Shhout out to [gd-icon-renderer](https://github.com/oatmealine/gd-icon-renderer), this project is just a rewrite but not in libvips and crystal A rust Geometry Dash icon renderer. Shout out to [gd-icon-renderer](https://github.com/oatmealine/gd-icon-renderer), this project is just a rewrite but not in [`libvips`](https://www.libvips.org/) and [`crystal-lang`](https://crystal-lang.org/) for mostly personal use.
## usage [![Docs](https://img.shields.io/docsrs/gd-icon-renderer)](https://docs.rs/gd-icon-renderer/latest)
![Version](https://img.shields.io/crates/v/gd-icon-renderer)
Provide your `GJ_GameSheet02-uhd`, `GJ_GameSheetGlow-uhd`, `Robot_AnimDesc2`, and `Spider_AnimDesc2` files along with their corresponding `*.plist` files. ## Usage
## todo Provide your `GJ_GameSheet02-uhd`, `GJ_GameSheetGlow-uhd`, `Robot_AnimDesc2`, and `Spider_AnimDesc2` files along with their corresponding `*.plist` files. Rendering an icon is as follows:
- swap to a custom plist parser 1. Import the library:
- change zany anim to argument
- trim empty alpha space ```rs
- i think theres some weird shifting and offsets going on. investigate plz. really big on spider 16 for some reason???? related issue here: [issue #2, oatmealine/gd-icon-renderer](https://github.com/oatmealine/gd-icon-renderer/issues/2) use gd_icon_renderer;
```
2. Load your spritesheets:
```rs
// Replace filepaths for whatever you need for your usecase
let game_sheet_02 = gd_icon_renderer::assets::load_spritesheet("assets/GJ_GameSheet02-uhd.plist");
let game_sheet_glow = gd_icon_renderer::assets::load_spritesheet("assets/GJ_GameSheetGlow-uhd.plist");
let robot_sheet = gd_icon_renderer::assets::load_animations("assets/Robot_AnimDesc2.plist");
let spider_sheet = gd_icon_renderer::assets::load_animations("assets/Spider_AnimDesc2.plist");
```
3. Render the icon out:
```rs
let icon_img = gd_icon_renderer::renderer::render_icon("ship", 44, [0.0, 0.0, 0.0], [255.0/255.0, 125.0/255.0, 125.0/255.0], true, game_sheet_02, game_sheet_glow, robot_sheet, spider_sheet);
```
You'll now be given a [`DynamicImage`](https://docs.rs/image/latest/image/enum.DynamicImage.html)
4. You'll most likely want to save the resulting image somewhere:
```rs
icon_img.save("icon_rendered.png").unwrap();
```
## Todo
- Add examples to the repo.
- Swap to a custom `plist` parser. Current one is **SLOW**.
- Trim extra alpha space on the final result.
- I think theres some weird shifting and offsets going on, please investigate 🥺. Really big on `spider_16` for some reason?? Related issue on the inspired project [here](https://github.com/oatmealine/gd-icon-renderer/issues/2).