-- ASEPRITE tileset and tilemap C exporter for use with GBDK  --  version 0.3
    --SEPTEMBER/2022--


--DISCLAIMER--
-- I'm an amateur programer, so the code may not be as optimal as it could be
-- also, some notes may seem over explained, but they are for me to understand and remember what everything does.

--helpeful resources :
    --https://eldred.fr/gb-asm-tutorial/part1/tiles.html
    --https://youtu.be/txkHN6izK2Y?t=344

    -- Big Thanks to Aseprite community, specifically:
    -- Jeremy Behreandt, whose tutorial helped get started on the script
    -- 
    -- boombuler, for his version of the plugin, (found here : https://github.com/boombuler/aseprite-gbexport)
    -- that helped a lot during debugging, and figuring out how to output the tiles
    
    -- ONLY WORKS WITH A SINGLE TILEMAP LAYER
    

-- revised by shoofle around new years 2024/2025. this should export just the selection and just the currently active layer.
-- select an area to export just that.
-- exports to assembly as well.
-- 

local sprt = app.activeSprite
local layer = app.activeLayer
local selection = sprt.selection
local tile_layers ={}
local n_layer = 0
local file_format = ""
    
local filepath = sprt.filename
    
local plt = sprt.palettes[1] -- DEFINES THE PALETTE

local tile_amount = 0
local tile_offset = 0

local folder = string.find(filepath,"[^/]+$") - 1
filepath = string.sub(filepath,1,folder)

local tile_name = ""
local map_name = ""
local do_set = false -- EXPORT TILESET
local do_map = false -- EXPORT TILEMAP

local w = 0 -- MAP WIDTH
local h = 0 -- MAP HEIGHT

-- INITIAL CHECKS FOR VALID FILE -- 

if sprt == nil then --CHECKS IF THERE'S AN IMAGE LOADED
    app.alert{
        title = "MAJOR ERROR",
        text = "THERE'S NO FILE OPEN",
        buttons = "Oh crap"
    }
    return
end

for i,current_layer in ipairs(sprt.layers) do
    if current_layer.isTilemap then
        tile_layers[n_layer] = current_layer
        n_layer = n_layer+1
    end
end

if n_layer == 0 then
    app.alert{
        title = "ERROR",
        text = "There is no Tilemap Layer"
    }
    return
end

if ColorMode.TILEMAP == nil then --CHECKS FOR TILEMAP
    app.alert{
        title = "ERROR",
        text = "This file does not make use of tilemaps"
    }
    return
end


if sprt.height % 8 ~= 0 or sprt.width%8 ~= 0 then --CHECKS FOR IMAGE DIMENSIONS, GAMEBOY USES 8X8 TILES, FOR THE IMAGE MUST BE A MULTIPLE
    app.alert {
        title = "ERROR",
        text = "Canvas width or height is not multiple of 8.",
        buttons = "OK"
    }
    return
end

if (layer.tileset.grid.tileSize.width ~= 8 or layer.tileset.grid.tileSize.height ~= 8) then
    app.alert {
        title = "ERROR",
        text = "Tile Size is not 8x8 px",
        buttons = "OK"
    }
    return
end

if sprt.colorMode ~= ColorMode.INDEXED then --CHECKS IF THE COLOR MODE IS SET TO INDEXED
    app.alert{
        title = "ERROR",
        text = {" Color Mode must be", "INDEXED", "and have only 4 colors"},
        buttons = "Oh, my bad"
    }
    return
elseif #plt ~= 4 then  -- IF IT IS INDEXED, CHECKS IF IT DOES HAVE 4 COLORS 
    app.alert{
        title = "ERROR",
        text = "Number of colors MUST BE 4",
        buttont  = "Oops"
    }
    return
end


--INITIAL CHECKS DONE--

--USER INPUT--

local dlg = Dialog {title = "GB TILE EXPORTER"}

dlg:label{
    id = "label-01",
    text = "Pick a location to save the file."
}
dlg:newrow()

dlg:label{
    id = "label-02",
    text = "Only the folder will be used."
}
dlg:file{
    id = "filepath",
    label = "Save Location",
    save = true,
} 

local tileset_name_prompt = "tileset"
if layer.tileset.name ~= "" then
    tileset_name_prompt = layer.tileset.name:gsub(" ", "")
    tileset_name_prompt = "." .. tileset_name_prompt
end
dlg:entry{
    id="tilename",
    label = "Tileset Name",
    text = tileset_name_prompt
}

local tilemap_name_prompt = "tilemap"
if layer.name ~= "" then
    tilemap_name_prompt = layer.name:gsub(" ", "") 
    tilemap_name_prompt = "." .. tilemap_name_prompt
end
dlg:entry{
    id = "mapname",
    label = "Map Name",
    text = tilemap_name_prompt
}

dlg:entry {
    id = "tile_offset",
    label = "Tile Index Start",
    text = "0"
}

dlg:combobox{
    id = "fileformat",
    label = "File Format",
    option = "ASM",
    options = {"C", "ASM"} -- FOR FUTURE SUPPORT OF DIFFERENTE TYPES, LIKE ASM MAYBE
}
dlg:newrow()

dlg:check{
    id = "checkTileset",
    text = "Export Tileset",
    selected = true,
    -- bounds = Rectangle()
}
dlg:check{
    id = "checkTilemap",
    text = "Export Tilemap",
    selected = true
}
-- NEEDS FILE PATH TO EXPORT
-- NAME FOR TILESET
-- NAME FOR TILEMAP
-- CHECK BOX FOR TILESET(EXPORT TILESET)
-- CHECK BOX FOR TILEMAP(EXPORT TILEMAP)

dlg:button{
    id="confirm",
    text="OK"
}
dlg:button{
    id="cancel",
    text="Cancel"
}


dlg:show{wait=true}

--FUNCTIONS ARE DECLARED HERE-- 

local dlg_data = dlg.data -- SAVES USER INPUT

local function tile_to_hex(tile) -- 
    
    -- ****HOW TO GAMEBOY WORKS WITH 2BITS PER PIXEL (2BPP)****--
    
    -- EACH PIXEL IS A SET OF TWO DIGITS (BITS) SO WE TAKE A ROW AS A FULL BYTE
    -- SEPARATES THE NUMBER(BINARY) INTO PAIRS OF DIGITS
    -- THE PAIRS ARE THEM SEPARATED INTO  "HIGH BITE" (LEFT) AND "LOW BITE" (RIGHT)
    -- THEM YOU JOIN THE HIGHS AND THE LOWS, AND END UP WITH TWO BYTES (8 DIGITS EACH)
    -- THEN YOU PUT THE LOW BYTES FIRST AND THE HIGHS SECOND

    local hex = {}
    local range_x = tile.width-1
    local range_y = tile.height-1
    for y = 0, range_y do --LOOPS Y AXIS
        local lo_bit = 0;  --resets the low bit per each y value (for each row)
        local hi_bit = 0;  -- resets the high bit per each y value (for each row)
        for x = 0, range_x do -- LOOPS X AXIS
            local pixel = tile:getPixel(x,y)
            if (pixel & 1) ~= 0 then  -- 1 IN BINARY = 01 
                lo_bit = lo_bit | (1 << range_x-x) -- THE OPERATOR (1<< n-0) would be invalid, so we add (lo_bit |) 
            end
            
            if (pixel & 2) ~= 0 then -- 2 IN BINARY == 10
                hi_bit = hi_bit | (1 << range_x-x)
            end
            -- WAS USING AND INSTEAD OF & AND APARENTLY THAT WAS MESSING UP THE CODE, THANKS AGAIN TO boombuler FOR HIS CODE (LIFE SAVING)
        end
        table.insert(hex, string.format("%02x", lo_bit))
        table.insert(hex, string.format("%02x", hi_bit))
    end
    
    return hex -- returns a list of hex values for this tile ;
    
end

local function generate_tileset(tileset) 
    local t = {}
    local grid = tileset.grid
    local size = grid.tileSize
    tile_amount = #tileset

    for i = 0, #tileset-1 do
        local tile = tileset:getTile(i)
        local hex = tile_to_hex(tile)
        -- t[i] = tile_to_hex(tile)
        -- print(hex)
        table.insert(t,hex)
        
    end

    return t

end

local function generate_tilemap()
    local sprite = app.sprite
    local cel = app.cel
    local image = cel.image
    local layer = app.layer
    local grid_size = layer.tileset.grid.tileSize

    --print("cel: " .. cel.bounds.x .. ',' .. cel.bounds.y .. " " .. cel.bounds.width .. "x" .. cel.bounds.height)
    --print("sprite: " ..sprite.width .. 'x' .. sprite.height)
    --print(image:getPixel(100,100))

    local xi = 0
    local yi = 0
    local w = sprite.width
    local h = sprite.height

    if (not selection.isEmpty) then
        xi = selection.bounds.origin.x
        yi = selection.bounds.origin.y
        w = selection.bounds.width
        h = selection.bounds.height
    end

    local map = {}
    for y = (yi / grid_size.height) - (cel.bounds.y / grid_size.height) ,
            (yi / grid_size.height) - (cel.bounds.y / grid_size.height) + (h / grid_size.height)-1 do
        local line = {}
        for x = (xi / grid_size.width) - (cel.bounds.x / grid_size.width), 
                (xi / grid_size.width) - (cel.bounds.x / grid_size.width) + (w / grid_size.width)-1 do
            local value = image:getPixel(x, y)
            if value == 0xffffffff then
                value = 0
            end
            table.insert(line, value)
        end
        table.insert(map, line)
    end

    return map


end


local function save_to_file(name, contents)
    --TODO: FIX IMPLEMENTATION OF THE SAVE TO FILE FUNTION TO INCLUDE DESIRED FOLDER
    local file = io.open(name,"w")
    file:write(contents)
    file:close()
end


local function parse_input()
    tile_name = dlg_data.tilename
    map_name = dlg_data.mapname
    if (dlg_data.filepath ~= "") then
        filepath = dlg_data.filepath
        folder = string.find(filepath,"[^/]+$") -1
        filepath = string.sub(filepath,1,folder)
        
        print(filepath)
    end
    do_set = dlg_data.checkTileset
    do_map = dlg_data.checkTilemap
    file_format = dlg_data.fileformat
    tile_offset = tonumber(dlg_data.tile_offset)

    -- print(exp_tileset)
    -- print(exp_tilemap)
end

local function export_c(tab,map)
    local c_file = ""
    local h_file = ""
    c_file = c_file.. "// GENERATED USING ASEPRITE GB EXPORTER BY GABRIEL REIS// \n \n \n" -- header i suppose
    h_file = c_file

    if do_map then
        h_file = h_file.. "#define "..map_name.."_width "..tostring(#map[1]).."\n"
        h_file = h_file.. "#define "..map_name.."_height "..tostring(#map).."\n"
    end

    if do_set then   --CHECKS IF TILESET IS TO BE EXPORTED
        c_file = c_file.. "const unsigned char " .. tile_name .. "[] = {\n"

        h_file = h_file .. "\n#define ".. tile_name.."_size "..tostring(#tab).."\n\n\n"

        h_file = h_file.. "extern const unsigned char ".. tile_name .."[]; \n\n"
        
        for i, tileset in ipairs(tab) do                    -- TILESET IN TILESETS
            for j, tiles in ipairs(tileset) do              -- TILES IN TILESET
                c_file = c_file .. tiles
            end
        end
        c_file = c_file .. "}; \n \n \n"
        h_file = h_file .. "\n \n \n"
    end

    if do_map then -- CHECKS IF MAP IS TO BE EXPORTED

        c_file = c_file .. "const unsigned char " .. map_name .. "[] = {\n" .. map .. "};"
        h_file = h_file .. "extern const unsigned char " .. map_name .. "[];"
    end

    return c_file, h_file
end

local function export_asm(tab,map)
    local out_contents = ""
    out_contents= out_contents.. "\t; original export script by gabriel reis, modified by shoofle\n \n \n" -- header i suppose

    if do_set then   --CHECKS IF TILESET IS TO BE EXPORTED
        out_contents = out_contents.. tile_name .. ":\n"

        for j, hexes in ipairs(tab) do              -- TILES IN TILESET
            local hexen = {}
            for x, h in ipairs(hexes) do
                table.insert(hexen, "$" .. h)
            end
            out_contents = out_contents .. "\tdb " .. table.concat(hexen, ",") .. "\n"
        end
        out_contents = out_contents .. tile_name .. "End:\n"

        out_contents = out_contents .. "\n"
    end

    if do_map then -- CHECKS IF MAP IS TO BE EXPORTED
        out_contents = out_contents .. map_name .. ": ; tiles start at " .. tile_offset .. "\n"
        for i, line in ipairs(map) do
            local linen = {}
            for x, mark in ipairs(line) do
                table.insert(linen, string.format("$%02x", mark+tile_offset))
            end
            out_contents = out_contents .. "\tdb " .. table.concat(linen, ", ") .. "\n"
        end
        out_contents = out_contents .. map_name .. "End:\n"
    end

    return out_contents
end


local function do_code()
    local tiles = generate_tileset(layer.tileset) -- GENERATES TILESET
    local map = generate_tilemap()  -- GENERATES TILEMAP

    local file_name = filepath .. tile_name

    if string.find(sprt.filename, ".aseprite$") ~= nil then
        file_name = string.gsub(sprt.filename, ".aseprite$", "")
    end

    if (file_format == "C") then
        local c_file, h_file = export_c(tiles, map)
        save_to_file(file_name ..".c", c_file)
        save_to_file(file_name..".h", h_file)

        print(h_file.."\n")
        print(c_file)
    end
    if (file_format == "ASM") then
        local asm_file = export_asm(tiles, map)
        save_to_file(file_name..".asm", asm_file)
    end
    
end
--CODE EXECUTION--

if dlg_data.confirm then
    parse_input()
    do_code()  --CODE GOES IN THERE TO STOP EXECUTION IF USER DIDN'T CLICK IN OK
end
if dlg_data.cancel then
    return
end