extends Node

enum GradientDirection { TOP, BOTTOM, LEFT, RIGHT }
## Continuation from Image.Interpolation
enum Interpolation { SCALE3X = 5, CLEANEDGE = 6, OMNISCALE = 7 }
var blend_layers_shader := preload("res://src/Shaders/BlendLayers.gdshader")
var clean_edge_shader: Shader:
	get:
		if clean_edge_shader == null:
			clean_edge_shader = load("res://src/Shaders/Effects/Rotation/cleanEdge.gdshader")
		return clean_edge_shader
var omniscale_shader: Shader:
	get:
		if omniscale_shader == null:
			omniscale_shader = load("res://src/Shaders/Effects/Rotation/OmniScale.gdshader")
		return omniscale_shader


## Blends canvas layers into passed image starting from the origin position
func blend_layers(
	image: Image,
	frame: Frame,
	origin := Vector2i.ZERO,
	project := Global.current_project,
	only_selected_cels := false,
	only_selected_layers := false,
) -> void:
	var frame_index := project.frames.find(frame)
	var previous_ordered_layers: Array[int] = project.ordered_layers
	project.order_layers(frame_index)
	var textures: Array[Image] = []
	# Nx4 texture, where N is the number of layers and the first row are the blend modes,
	# the second are the opacities, the third are the origins and the fourth are the
	# clipping mask booleans.
	var metadata_image := Image.create(project.layers.size(), 4, false, Image.FORMAT_R8)
	for i in project.layers.size():
		var ordered_index := project.ordered_layers[i]
		var layer := project.layers[ordered_index]
		var include := true if layer.is_visible_in_hierarchy() else false
		if only_selected_cels and include:
			var test_array := [frame_index, i]
			if not test_array in project.selected_cels:
				include = false
		if only_selected_layers and include:
			var layer_is_selected := false
			for selected_cel in project.selected_cels:
				if i == selected_cel[1]:
					layer_is_selected = true
					break
			if not layer_is_selected:
				include = false
		var cel := frame.cels[ordered_index]
		if DisplayServer.get_name() == "headless":
			blend_layers_headless(image, project, layer, cel, origin)
		else:
			if layer is GroupLayer and layer.blend_mode != BaseLayer.BlendModes.PASS_THROUGH:
				var cel_image := (layer as GroupLayer).blend_children(frame)
				textures.append(cel_image)
			else:
				var cel_image := layer.display_effects(cel)
				textures.append(cel_image)
			if (
				layer.is_blended_by_ancestor()
				and not only_selected_cels
				and not only_selected_layers
			):
				include = false
			set_layer_metadata_image(layer, cel, metadata_image, ordered_index, include)
	if DisplayServer.get_name() != "headless":
		var texture_array := Texture2DArray.new()
		texture_array.create_from_images(textures)
		var params := {
			"layers": texture_array,
			"metadata": ImageTexture.create_from_image(metadata_image),
		}
		var blended := Image.create(project.size.x, project.size.y, false, image.get_format())
		var gen := ShaderImageEffect.new()
		gen.generate_image(blended, blend_layers_shader, params, project.size)
		image.blend_rect(blended, Rect2i(Vector2i.ZERO, project.size), origin)
	# Re-order the layers again to ensure correct canvas drawing
	project.ordered_layers = previous_ordered_layers


func set_layer_metadata_image(
	layer: BaseLayer, cel: BaseCel, image: Image, index: int, include := true
) -> void:
	# Store the blend mode
	image.set_pixel(index, 0, Color(layer.blend_mode / 255.0, 0.0, 0.0, 0.0))
	# Store the opacity
	if layer.is_visible_in_hierarchy() and include:
		var opacity := cel.get_final_opacity(layer)
		image.set_pixel(index, 1, Color(opacity, 0.0, 0.0, 0.0))
	else:
		image.set_pixel(index, 1, Color())
	# Store the clipping mask boolean
	if layer.clipping_mask:
		image.set_pixel(index, 3, Color.RED)
	else:
		image.set_pixel(index, 3, Color.BLACK)
	if not include:
		# Store a small red value as a way to indicate that this layer should be skipped
		# Used for layers such as child layers of a group, so that the group layer itself can
		# successfully be used as a clipping mask with the layer below it.
		image.set_pixel(index, 3, Color(0.2, 0.0, 0.0, 0.0))


func blend_layers_headless(
	image: Image, project: Project, layer: BaseLayer, cel: BaseCel, origin: Vector2i
) -> void:
	var opacity := cel.get_final_opacity(layer)
	var cel_image := Image.new()
	cel_image.copy_from(cel.get_image())
	if opacity < 1.0:  # If we have cel or layer transparency
		for xx in cel_image.get_size().x:
			for yy in cel_image.get_size().y:
				var pixel_color := cel_image.get_pixel(xx, yy)
				pixel_color.a *= opacity
				cel_image.set_pixel(xx, yy, pixel_color)
	image.blend_rect(cel_image, Rect2i(Vector2i.ZERO, project.size), origin)


## Algorithm based on http://members.chello.at/easyfilter/bresenham.html
func get_ellipse_points(pos: Vector2i, size: Vector2i) -> Array[Vector2i]:
	var array: Array[Vector2i] = []
	var x0 := pos.x
	var x1 := pos.x + (size.x - 1)
	var y0 := pos.y
	var y1 := pos.y + (size.y - 1)
	var a := absi(x1 - x0)
	var b := absi(y1 - x0)
	var b1 := b & 1
	var dx := 4 * (1 - a) * b * b
	var dy := 4 * (b1 + 1) * a * a
	var err := dx + dy + b1 * a * a
	var e2 := 0

	if x0 > x1:
		x0 = x1
		x1 += a

	if y0 > y1:
		y0 = y1

	y0 += (b + 1) / 2
	y1 = y0 - b1
	a *= 8 * a
	b1 = 8 * b * b

	while x0 <= x1:
		var v1 := Vector2i(x1, y0)
		var v2 := Vector2i(x0, y0)
		var v3 := Vector2i(x0, y1)
		var v4 := Vector2i(x1, y1)
		array.append(v1)
		array.append(v2)
		array.append(v3)
		array.append(v4)

		e2 = 2 * err
		if e2 <= dy:
			y0 += 1
			y1 -= 1
			dy += a
			err += dy

		if e2 >= dx || 2 * err > dy:
			x0 += 1
			x1 -= 1
			dx += b1
			err += dx

	while y0 - y1 < b:
		var v1 := Vector2i(x0 - 1, y0)
		var v2 := Vector2i(x1 + 1, y0)
		var v3 := Vector2i(x0 - 1, y1)
		var v4 := Vector2i(x1 + 1, y1)
		array.append(v1)
		array.append(v2)
		array.append(v3)
		array.append(v4)
		y0 += 1
		y1 -= 1

	return array


func get_ellipse_points_filled(pos: Vector2i, size: Vector2i, thickness := 1) -> Array[Vector2i]:
	var offsetted_size := size + Vector2i.ONE * (thickness - 1)
	var border := get_ellipse_points(pos, offsetted_size)
	var filling: Array[Vector2i] = []

	for x in range(1, ceili(offsetted_size.x / 2.0)):
		var fill := false
		var prev_is_true := false
		for y in range(0, ceili(offsetted_size.y / 2.0)):
			var top_l_p := Vector2i(x, y)
			var bit := border.has(pos + top_l_p)

			if bit and not fill:
				prev_is_true = true
				continue

			if not bit and (fill or prev_is_true):
				filling.append(pos + top_l_p)
				filling.append(pos + Vector2i(x, offsetted_size.y - y - 1))
				filling.append(pos + Vector2i(offsetted_size.x - x - 1, y))
				filling.append(pos + Vector2i(offsetted_size.x - x - 1, offsetted_size.y - y - 1))

				if prev_is_true:
					fill = true
					prev_is_true = false
			elif bit and fill:
				break

	return border + filling


func scale_3x(sprite: Image, tol := 0.196078) -> Image:
	var scaled := Image.create(
		sprite.get_width() * 3, sprite.get_height() * 3, false, Image.FORMAT_RGBA8
	)
	var width_minus_one := sprite.get_width() - 1
	var height_minus_one := sprite.get_height() - 1
	for x in range(0, sprite.get_width()):
		for y in range(0, sprite.get_height()):
			var xs := 3 * x
			var ys := 3 * y

			var a := sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0))
			var b := sprite.get_pixel(mini(x, width_minus_one), maxi(y - 1, 0))
			var c := sprite.get_pixel(mini(x + 1, width_minus_one), maxi(y - 1, 0))
			var d := sprite.get_pixel(maxi(x - 1, 0), mini(y, height_minus_one))
			var e := sprite.get_pixel(mini(x, width_minus_one), mini(y, height_minus_one))
			var f := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y, height_minus_one))
			var g := sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, height_minus_one))
			var h := sprite.get_pixel(mini(x, width_minus_one), mini(y + 1, height_minus_one))
			var i := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y + 1, height_minus_one))

			var db: bool = similar_colors(d, b, tol)
			var dh: bool = similar_colors(d, h, tol)
			var bf: bool = similar_colors(f, b, tol)
			var ec: bool = similar_colors(e, c, tol)
			var ea: bool = similar_colors(e, a, tol)
			var fh: bool = similar_colors(f, h, tol)
			var eg: bool = similar_colors(e, g, tol)
			var ei: bool = similar_colors(e, i, tol)

			scaled.set_pixel(maxi(xs - 1, 0), maxi(ys - 1, 0), d if (db and !dh and !bf) else e)
			scaled.set_pixel(
				xs,
				maxi(ys - 1, 0),
				b if (db and !dh and !bf and !ec) or (bf and !db and !fh and !ea) else e
			)
			scaled.set_pixel(xs + 1, maxi(ys - 1, 0), f if (bf and !db and !fh) else e)
			scaled.set_pixel(
				maxi(xs - 1, 0),
				ys,
				d if (dh and !fh and !db and !ea) or (db and !dh and !bf and !eg) else e
			)
			scaled.set_pixel(xs, ys, e)
			scaled.set_pixel(
				xs + 1, ys, f if (bf and !db and !fh and !ei) or (fh and !bf and !dh and !ec) else e
			)
			scaled.set_pixel(maxi(xs - 1, 0), ys + 1, d if (dh and !fh and !db) else e)
			scaled.set_pixel(
				xs, ys + 1, h if (fh and !bf and !dh and !eg) or (dh and !fh and !db and !ei) else e
			)
			scaled.set_pixel(xs + 1, ys + 1, f if (fh and !bf and !dh) else e)

	return scaled


func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void:
	if is_zero_approx(angle) or is_equal_approx(angle, TAU):
		return
	if is_equal_approx(angle, PI / 2.0) or is_equal_approx(angle, 3.0 * PI / 2.0):
		nn_rotate(sprite, angle, pivot)
		return
	if is_equal_approx(angle, PI):
		sprite.rotate_180()
		return

	var aux := Image.new()
	aux.copy_from(sprite)
	var ox: int
	var oy: int
	for x in sprite.get_size().x:
		for y in sprite.get_size().y:
			var dx := 3 * (x - pivot.x)
			var dy := 3 * (y - pivot.y)
			var found_pixel := false
			for k in range(9):
				var modk := -1 + k % 3
				var divk := -1 + int(k / 3)
				var dir := atan2(dy + divk, dx + modk)
				var mag := sqrt(pow(dx + modk, 2) + pow(dy + divk, 2))
				dir -= angle
				ox = roundi(pivot.x * 3 + 1 + mag * cos(dir))
				oy = roundi(pivot.y * 3 + 1 + mag * sin(dir))

				if sprite.get_width() % 2 != 0:
					ox += 1
					oy += 1

				if (
					ox >= 0
					&& ox < sprite.get_width() * 3
					&& oy >= 0
					&& oy < sprite.get_height() * 3
				):
					found_pixel = true
					break

			if !found_pixel:
				sprite.set_pixel(x, y, Color(0, 0, 0, 0))
				continue

			var fil: int = oy % 3
			var col: int = ox % 3
			var index: int = col + 3 * fil

			ox = roundi((ox - 1) / 3.0)
			oy = roundi((oy - 1) / 3.0)
			var p: Color
			if ox == 0 || ox == sprite.get_width() - 1 || oy == 0 || oy == sprite.get_height() - 1:
				p = aux.get_pixel(ox, oy)
			else:
				var a := aux.get_pixel(ox - 1, oy - 1)
				var b := aux.get_pixel(ox, oy - 1)
				var c := aux.get_pixel(ox + 1, oy - 1)
				var d := aux.get_pixel(ox - 1, oy)
				var e := aux.get_pixel(ox, oy)
				var f := aux.get_pixel(ox + 1, oy)
				var g := aux.get_pixel(ox - 1, oy + 1)
				var h := aux.get_pixel(ox, oy + 1)
				var i := aux.get_pixel(ox + 1, oy + 1)

				match index:
					0:
						p = (
							d
							if (
								similar_colors(d, b)
								&& !similar_colors(d, h)
								&& !similar_colors(b, f)
							)
							else e
						)
					1:
						p = (
							b
							if (
								(
									similar_colors(d, b)
									&& !similar_colors(d, h)
									&& !similar_colors(b, f)
									&& !similar_colors(e, c)
								)
								|| (
									similar_colors(b, f)
									&& !similar_colors(d, b)
									&& !similar_colors(f, h)
									&& !similar_colors(e, a)
								)
							)
							else e
						)
					2:
						p = (
							f
							if (
								similar_colors(b, f)
								&& !similar_colors(d, b)
								&& !similar_colors(f, h)
							)
							else e
						)
					3:
						p = (
							d
							if (
								(
									similar_colors(d, h)
									&& !similar_colors(f, h)
									&& !similar_colors(d, b)
									&& !similar_colors(e, a)
								)
								|| (
									similar_colors(d, b)
									&& !similar_colors(d, h)
									&& !similar_colors(b, f)
									&& !similar_colors(e, g)
								)
							)
							else e
						)
					4:
						p = e
					5:
						p = (
							f
							if (
								(
									similar_colors(b, f)
									&& !similar_colors(d, b)
									&& !similar_colors(f, h)
									&& !similar_colors(e, i)
								)
								|| (
									similar_colors(f, h)
									&& !similar_colors(b, f)
									&& !similar_colors(d, h)
									&& !similar_colors(e, c)
								)
							)
							else e
						)
					6:
						p = (
							d
							if (
								similar_colors(d, h)
								&& !similar_colors(f, h)
								&& !similar_colors(d, b)
							)
							else e
						)
					7:
						p = (
							h
							if (
								(
									similar_colors(f, h)
									&& !similar_colors(f, b)
									&& !similar_colors(d, h)
									&& !similar_colors(e, g)
								)
								|| (
									similar_colors(d, h)
									&& !similar_colors(f, h)
									&& !similar_colors(d, b)
									&& !similar_colors(e, i)
								)
							)
							else e
						)
					8:
						p = (
							f
							if (
								similar_colors(f, h)
								&& !similar_colors(f, b)
								&& !similar_colors(d, h)
							)
							else e
						)
			sprite.set_pixel(x, y, p)


func fake_rotsprite(sprite: Image, angle: float, pivot: Vector2) -> void:
	if is_zero_approx(angle) or is_equal_approx(angle, TAU):
		return
	if is_equal_approx(angle, PI / 2.0) or is_equal_approx(angle, 3.0 * PI / 2.0):
		nn_rotate(sprite, angle, pivot)
		return
	if is_equal_approx(angle, PI):
		sprite.rotate_180()
		return
	var selected_sprite := scale_3x(sprite)
	nn_rotate(selected_sprite, angle, pivot * 3)
	selected_sprite.resize(
		selected_sprite.get_width() / 3, selected_sprite.get_height() / 3, Image.INTERPOLATE_NEAREST
	)
	sprite.blit_rect(selected_sprite, Rect2(Vector2.ZERO, selected_sprite.get_size()), Vector2.ZERO)


func nn_rotate(sprite: Image, angle: float, pivot: Vector2) -> void:
	if is_zero_approx(angle) or is_equal_approx(angle, TAU):
		return
	if is_equal_approx(angle, PI):
		sprite.rotate_180()
		return
	var aux := Image.new()
	aux.copy_from(sprite)
	var angle_sin := sin(angle)
	var angle_cos := cos(angle)
	for x in range(sprite.get_width()):
		for y in range(sprite.get_height()):
			var ox := (x - pivot.x) * angle_cos + (y - pivot.y) * angle_sin + pivot.x
			var oy := -(x - pivot.x) * angle_sin + (y - pivot.y) * angle_cos + pivot.y
			if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height():
				sprite.set_pixel(x, y, aux.get_pixel(ox, oy))
			else:
				sprite.set_pixel(x, y, Color(0, 0, 0, 0))


## Compares two colors, and returns [code]true[/code] if the difference of these colors is
## less or equal to the tolerance [param tol]. [param tol] is in the range of 0-1.
func similar_colors(c1: Color, c2: Color, tol := 0.392157) -> bool:
	return (
		absf(c1.r - c2.r) <= tol
		&& absf(c1.g - c2.g) <= tol
		&& absf(c1.b - c2.b) <= tol
		&& absf(c1.a - c2.a) <= tol
	)


# Image effects
func center(indices: Array) -> void:
	var project := Global.current_project
	Global.canvas.selection.transform_content_confirm()
	project.undos += 1
	project.undo_redo.create_action("Center Frames")
	for frame in indices:
		# Find used rect of the current frame (across all of the layers)
		var used_rect := Rect2i()
		for cel in project.frames[frame].cels:
			if not cel is PixelCel:
				continue
			var cel_rect := cel.get_image().get_used_rect()
			if cel_rect.has_area():
				used_rect = used_rect.merge(cel_rect) if used_rect.has_area() else cel_rect
		if not used_rect.has_area():
			continue

		# Now apply centering
		var offset: Vector2i = (0.5 * (project.size - used_rect.size)).floor()
		for cel in project.frames[frame].cels:
			if not cel is PixelCel:
				continue
			var sprite := Image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8)
			sprite.blend_rect(cel.image, used_rect, offset)
			Global.undo_redo_compress_images({cel.image: sprite.data}, {cel.image: cel.image.data})
	project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true))
	project.undo_redo.add_do_method(Global.undo_or_redo.bind(false))
	project.undo_redo.commit_action()


func scale_image(width: int, height: int, interpolation: int) -> void:
	var redo_data := {}
	var undo_data := {}
	for f in Global.current_project.frames:
		for i in range(f.cels.size() - 1, -1, -1):
			var cel := f.cels[i]
			if not cel is PixelCel:
				continue
			var sprite := Image.new()
			sprite.copy_from(cel.get_image())
			if interpolation == Interpolation.SCALE3X:
				var times := Vector2i(
					ceili(width / (3.0 * sprite.get_width())),
					ceili(height / (3.0 * sprite.get_height()))
				)
				for _j in range(maxi(times.x, times.y)):
					sprite.copy_from(scale_3x(sprite))
				sprite.resize(width, height, Image.INTERPOLATE_NEAREST)
			elif interpolation == Interpolation.CLEANEDGE:
				var gen := ShaderImageEffect.new()
				gen.generate_image(sprite, clean_edge_shader, {}, Vector2i(width, height))
			elif interpolation == Interpolation.OMNISCALE and omniscale_shader:
				var gen := ShaderImageEffect.new()
				gen.generate_image(sprite, omniscale_shader, {}, Vector2i(width, height))
			else:
				sprite.resize(width, height, interpolation)
			redo_data[cel.image] = sprite.data
			undo_data[cel.image] = cel.image.data

	general_do_and_undo_scale(width, height, redo_data, undo_data)


## Sets the size of the project to be the same as the size of the active selection.
func crop_to_selection() -> void:
	if not Global.current_project.has_selection:
		return
	var redo_data := {}
	var undo_data := {}
	Global.canvas.selection.transform_content_confirm()
	var rect: Rect2i = Global.canvas.selection.big_bounding_rectangle
	# Loop through all the cels to crop them
	for f in Global.current_project.frames:
		for cel in f.cels:
			if not cel is PixelCel:
				continue
			var sprite := cel.get_image().get_region(rect)
			redo_data[cel.image] = sprite.data
			undo_data[cel.image] = cel.image.data

	general_do_and_undo_scale(rect.size.x, rect.size.y, redo_data, undo_data)


## Automatically makes the project smaller by looping through all of the cels and
## trimming out the pixels that are transparent in all cels.
func crop_to_content() -> void:
	Global.canvas.selection.transform_content_confirm()
	var used_rect := Rect2i()
	for f in Global.current_project.frames:
		for cel in f.cels:
			if not cel is PixelCel:
				continue
			var cel_used_rect := cel.get_image().get_used_rect()
			if cel_used_rect == Rect2i(0, 0, 0, 0):  # If the cel has no content
				continue

			if used_rect == Rect2i(0, 0, 0, 0):  # If we still haven't found the first cel with content
				used_rect = cel_used_rect
			else:
				used_rect = used_rect.merge(cel_used_rect)

	# If no layer has any content, just return
	if used_rect == Rect2i(0, 0, 0, 0):
		return

	var width := used_rect.size.x
	var height := used_rect.size.y
	var redo_data := {}
	var undo_data := {}
	# Loop through all the cels to trim them
	for f in Global.current_project.frames:
		for cel in f.cels:
			if not cel is PixelCel:
				continue
			var sprite := cel.get_image().get_region(used_rect)
			redo_data[cel.image] = sprite.data
			undo_data[cel.image] = cel.image.data

	general_do_and_undo_scale(width, height, redo_data, undo_data)


func resize_canvas(width: int, height: int, offset_x: int, offset_y: int) -> void:
	var redo_data := {}
	var undo_data := {}
	for f in Global.current_project.frames:
		for cel in f.cels:
			if not cel is PixelCel:
				continue
			var sprite := Image.create(width, height, false, Image.FORMAT_RGBA8)
			sprite.blend_rect(
				cel.get_image(),
				Rect2i(Vector2i.ZERO, Global.current_project.size),
				Vector2i(offset_x, offset_y)
			)
			redo_data[cel.image] = sprite.data
			undo_data[cel.image] = cel.image.data

	general_do_and_undo_scale(width, height, redo_data, undo_data)


func general_do_and_undo_scale(
	width: int, height: int, redo_data: Dictionary, undo_data: Dictionary
) -> void:
	var project := Global.current_project
	var size := Vector2i(width, height)
	var x_ratio := float(project.size.x) / width
	var y_ratio := float(project.size.y) / height

	var selection_map_copy := SelectionMap.new()
	selection_map_copy.copy_from(project.selection_map)
	selection_map_copy.crop(size.x, size.y)
	redo_data[project.selection_map] = selection_map_copy.data
	undo_data[project.selection_map] = project.selection_map.data

	var new_x_symmetry_point := project.x_symmetry_point / x_ratio
	var new_y_symmetry_point := project.y_symmetry_point / y_ratio
	var new_x_symmetry_axis_points := project.x_symmetry_axis.points
	var new_y_symmetry_axis_points := project.y_symmetry_axis.points
	new_x_symmetry_axis_points[0].y /= y_ratio
	new_x_symmetry_axis_points[1].y /= y_ratio
	new_y_symmetry_axis_points[0].x /= x_ratio
	new_y_symmetry_axis_points[1].x /= x_ratio

	project.undos += 1
	project.undo_redo.create_action("Scale")
	project.undo_redo.add_do_property(project, "size", size)
	project.undo_redo.add_do_property(project, "x_symmetry_point", new_x_symmetry_point)
	project.undo_redo.add_do_property(project, "y_symmetry_point", new_y_symmetry_point)
	project.undo_redo.add_do_property(project.x_symmetry_axis, "points", new_x_symmetry_axis_points)
	project.undo_redo.add_do_property(project.y_symmetry_axis, "points", new_y_symmetry_axis_points)
	Global.undo_redo_compress_images(redo_data, undo_data)
	project.undo_redo.add_undo_property(project, "size", project.size)
	project.undo_redo.add_undo_property(project, "x_symmetry_point", project.x_symmetry_point)
	project.undo_redo.add_undo_property(project, "y_symmetry_point", project.y_symmetry_point)
	project.undo_redo.add_undo_property(
		project.x_symmetry_axis, "points", project.x_symmetry_axis.points
	)
	project.undo_redo.add_undo_property(
		project.y_symmetry_axis, "points", project.y_symmetry_axis.points
	)
	project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true))
	project.undo_redo.add_do_method(Global.undo_or_redo.bind(false))
	project.undo_redo.commit_action()
