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Pixelorama/src/UI/Timeline/AnimationTimeline.gd

502 lines
23 KiB
GDScript3
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extends Panel
var animation_loop := 1 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
var animation_forward := true
var first_frame := 0
var last_frame := 0
var timeline_scroll : ScrollContainer
var tag_scroll_container : ScrollContainer
var fps_spinbox : SpinBox
func _ready() -> void:
timeline_scroll = Global.find_node_by_name(self, "TimelineScroll")
tag_scroll_container = Global.find_node_by_name(self, "TagScroll")
fps_spinbox = find_node("FPSValue")
timeline_scroll.get_h_scrollbar().connect("value_changed", self, "_h_scroll_changed")
yield(get_tree(), "idle_frame")
Global.animation_timer.wait_time = 1 / Global.current_project.fps
fps_spinbox.value = Global.current_project.fps
func _h_scroll_changed(value : float) -> void:
# Let the main timeline ScrollContainer affect the tag ScrollContainer too
tag_scroll_container.get_child(0).rect_min_size.x = timeline_scroll.get_child(0).rect_size.x - 212
tag_scroll_container.scroll_horizontal = value
func add_frame() -> void:
var frame : Frame = Global.canvas.new_empty_frame()
var new_frames : Array = Global.current_project.frames.duplicate()
var new_layers : Array = Global.current_project.layers.duplicate()
new_frames.insert(Global.current_project.current_frame + 1, frame)
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
for l_i in range(new_layers.size()):
if new_layers[l_i].new_cels_linked: # If the link button is pressed
new_layers[l_i].linked_cels.append(frame)
frame.cels[l_i].image = new_layers[l_i].linked_cels[0].cels[l_i].image
frame.cels[l_i].image_texture = new_layers[l_i].linked_cels[0].cels[l_i].image_texture
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Add Frame")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", Global.current_project.current_frame + 1)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame )
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.commit_action()
func _on_DeleteFrame_pressed(frame := -1) -> void:
if Global.current_project.frames.size() == 1:
return
if frame == -1:
frame = Global.current_project.current_frame
var frame_to_delete : Frame = Global.current_project.frames[frame]
var new_frames : Array = Global.current_project.frames.duplicate()
new_frames.erase(frame_to_delete)
var current_frame := Global.current_project.current_frame
if current_frame > 0 && current_frame == new_frames.size(): # If it's the last frame
current_frame -= 1
var new_animation_tags := Global.current_project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to)
# Loop through the tags to see if the frame is in one
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for tag in new_animation_tags:
if frame + 1 >= tag.from && frame + 1 <= tag.to:
if tag.from == tag.to: # If we're deleting the only frame in the tag
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new_animation_tags.erase(tag)
else:
tag.to -= 1
elif frame + 1 < tag.from:
tag.from -= 1
tag.to -= 1
# Check if one of the cels of the frame is linked
# if they are, unlink them too
# this prevents removed cels being kept in linked memory
var new_layers : Array = Global.current_project.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
for layer in new_layers:
for linked in layer.linked_cels:
if linked == Global.current_project.frames[frame]:
layer.linked_cels.erase(linked)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Remove Frame")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", current_frame)
Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.commit_action()
func _on_CopyFrame_pressed(frame := -1) -> void:
if frame == -1:
frame = Global.current_project.current_frame
var new_frame := Frame.new()
var new_frames := Global.current_project.frames.duplicate()
new_frames.insert(frame + 1, new_frame)
for cel in Global.current_project.frames[frame].cels: # Copy every cel
var sprite := Image.new()
sprite.copy_from(cel.image)
sprite.lock()
new_frame.cels.append(Cel.new(sprite, cel.opacity))
var new_animation_tags := Global.current_project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to)
# Loop through the tags to see if the frame is in one
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for tag in new_animation_tags:
if frame + 1 >= tag.from && frame + 1 <= tag.to:
tag.to += 1
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Add Frame")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", frame + 1)
Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags)
for i in range(Global.current_project.layers.size()):
for child in Global.current_project.layers[i].frame_container.get_children():
Global.current_project.undo_redo.add_do_property(child, "pressed", false)
Global.current_project.undo_redo.add_undo_property(child, "pressed", child.pressed)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", frame)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags)
Global.current_project.undo_redo.commit_action()
func _on_FrameTagButton_pressed() -> void:
Global.tag_dialog.popup_centered()
func _on_MoveLeft_pressed() -> void:
var frame : int = Global.current_project.current_frame
if frame == 0:
return
Global.current_project.layers[Global.current_project.current_layer].frame_container.get_child(frame).change_frame_order(-1)
func _on_MoveRight_pressed() -> void:
var frame : int = Global.current_project.current_frame
if frame == last_frame:
return
Global.current_project.layers[Global.current_project.current_layer].frame_container.get_child(frame).change_frame_order(1)
func _on_OnionSkinning_pressed() -> void:
Global.onion_skinning = !Global.onion_skinning
Global.canvas.update()
var texture_button : TextureRect = Global.onion_skinning_button.get_child(0)
if Global.onion_skinning:
Global.change_button_texturerect(texture_button, "onion_skinning.png")
else:
Global.change_button_texturerect(texture_button, "onion_skinning_off.png")
func _on_OnionSkinningSettings_pressed() -> void:
$OnionSkinningSettings.popup(Rect2(Global.onion_skinning_button.rect_global_position.x - $OnionSkinningSettings.rect_size.x - 16, Global.onion_skinning_button.rect_global_position.y - 106, 136, 126))
func _on_LoopAnim_pressed() -> void:
var texture_button : TextureRect = Global.loop_animation_button.get_child(0)
match animation_loop:
0: # Make it loop
animation_loop = 1
Global.change_button_texturerect(texture_button, "loop.png")
Global.loop_animation_button.hint_tooltip = "Cycle loop"
1: # Make it ping-pong
animation_loop = 2
Global.change_button_texturerect(texture_button, "loop_pingpong.png")
Global.loop_animation_button.hint_tooltip = "Ping-pong loop"
2: # Make it stop
animation_loop = 0
Global.change_button_texturerect(texture_button, "loop_none.png")
Global.loop_animation_button.hint_tooltip = "No loop"
func _on_PlayForward_toggled(button_pressed : bool) -> void:
if button_pressed:
Global.change_button_texturerect(Global.play_forward.get_child(0), "pause.png")
else:
Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png")
play_animation(button_pressed, true)
func _on_PlayBackwards_toggled(button_pressed : bool) -> void:
if button_pressed:
Global.change_button_texturerect(Global.play_backwards.get_child(0), "pause.png")
else:
Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png")
play_animation(button_pressed, false)
func _on_AnimationTimer_timeout() -> void:
if first_frame == last_frame:
$AnimationTimer.stop()
return
var fps = Global.current_project.fps
if animation_forward:
if Global.current_project.current_frame < last_frame:
Global.current_project.current_frame += 1
Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
Global.animation_timer.start() # Change the frame, change the wait time and start a cycle, this is the best way to do it
else:
match animation_loop:
0: # No loop
Global.play_forward.pressed = false
Global.play_backwards.pressed = false
Global.animation_timer.stop()
1: # Cycle loop
Global.current_project.current_frame = first_frame
Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
Global.animation_timer.start()
2: # Ping pong loop
animation_forward = false
_on_AnimationTimer_timeout()
else:
if Global.current_project.current_frame > first_frame:
Global.current_project.current_frame -= 1
Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
Global.animation_timer.start()
else:
match animation_loop:
0: # No loop
Global.play_backwards.pressed = false
Global.play_forward.pressed = false
Global.animation_timer.stop()
1: # Cycle loop
Global.current_project.current_frame = last_frame
Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
Global.animation_timer.start()
2: # Ping pong loop
animation_forward = true
_on_AnimationTimer_timeout()
func play_animation(play : bool, forward_dir : bool) -> void:
first_frame = 0
last_frame = Global.current_project.frames.size() - 1
if Global.play_only_tags:
for tag in Global.current_project.animation_tags:
if Global.current_project.current_frame + 1 >= tag.from && Global.current_project.current_frame + 1 <= tag.to:
first_frame = tag.from - 1
last_frame = min(Global.current_project.frames.size() - 1, tag.to - 1)
if first_frame == last_frame:
if forward_dir:
Global.play_forward.pressed = false
else:
Global.play_backwards.pressed = false
return
if forward_dir:
Global.play_backwards.disconnect("toggled", self, "_on_PlayBackwards_toggled")
Global.play_backwards.pressed = false
Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png")
Global.play_backwards.connect("toggled", self, "_on_PlayBackwards_toggled")
else:
Global.play_forward.disconnect("toggled", self, "_on_PlayForward_toggled")
Global.play_forward.pressed = false
Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png")
Global.play_forward.connect("toggled", self, "_on_PlayForward_toggled")
if play:
Global.animation_timer.set_one_shot(true) # The wait_time can't change correctly if it is playing
var duration : float = Global.current_project.frames[Global.current_project.current_frame].duration
var fps = Global.current_project.fps
Global.animation_timer.wait_time = duration * (1 / fps)
Global.animation_timer.start()
animation_forward = forward_dir
else:
Global.animation_timer.stop()
func _on_NextFrame_pressed() -> void:
if Global.current_project.current_frame < Global.current_project.frames.size() - 1:
Global.current_project.current_frame += 1
func _on_PreviousFrame_pressed() -> void:
if Global.current_project.current_frame > 0:
Global.current_project.current_frame -= 1
func _on_LastFrame_pressed() -> void:
Global.current_project.current_frame = Global.current_project.frames.size() - 1
func _on_FirstFrame_pressed() -> void:
Global.current_project.current_frame = 0
func _on_FPSValue_value_changed(value : float) -> void:
Global.current_project.fps = float(value)
Global.animation_timer.wait_time = 1 / Global.current_project.fps
func _on_PastOnionSkinning_value_changed(value : float) -> void:
Global.onion_skinning_past_rate = int(value)
Global.canvas.update()
func _on_FutureOnionSkinning_value_changed(value : float) -> void:
Global.onion_skinning_future_rate = int(value)
Global.canvas.update()
func _on_BlueRedMode_toggled(button_pressed : bool) -> void:
Global.onion_skinning_blue_red = button_pressed
Global.canvas.update()
# Layer buttons
func add_layer(is_new := true) -> void:
var new_layers : Array = Global.current_project.layers.duplicate()
var l := Layer.new()
if !is_new: # Clone layer
l.name = Global.current_project.layers[Global.current_project.current_layer].name + " (" + tr("copy") + ")"
new_layers.append(l)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Add Layer")
for f in Global.current_project.frames:
var new_layer := Image.new()
if is_new:
new_layer.create(Global.current_project.size.x, Global.current_project.size.y, false, Image.FORMAT_RGBA8)
else: # Clone layer
new_layer.copy_from(f.cels[Global.current_project.current_layer].image)
new_layer.lock()
var new_cels : Array = f.cels.duplicate()
new_cels.append(Cel.new(new_layer, 1))
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer + 1)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func _on_RemoveLayer_pressed() -> void:
if Global.current_project.layers.size() == 1:
return
var new_layers : Array = Global.current_project.layers.duplicate()
new_layers.remove(Global.current_project.current_layer)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Remove Layer")
if Global.current_project.current_layer > 0:
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer - 1)
else:
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer)
for f in Global.current_project.frames:
var new_cels : Array = f.cels.duplicate()
new_cels.remove(Global.current_project.current_layer)
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.commit_action()
func change_layer_order(rate : int) -> void:
var change = Global.current_project.current_layer + rate
var new_layers : Array = Global.current_project.layers.duplicate()
var temp = new_layers[Global.current_project.current_layer]
new_layers[Global.current_project.current_layer] = new_layers[change]
new_layers[change] = temp
Global.current_project.undo_redo.create_action("Change Layer Order")
for f in Global.current_project.frames:
var new_cels : Array = f.cels.duplicate()
var temp_canvas = new_cels[Global.current_project.current_layer]
new_cels[Global.current_project.current_layer] = new_cels[change]
new_cels[change] = temp_canvas
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", change)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func _on_MergeDownLayer_pressed() -> void:
var new_layers : Array = Global.current_project.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Merge Layer")
for f in Global.current_project.frames:
var new_cels : Array = f.cels.duplicate()
for i in new_cels.size():
new_cels[i] = Cel.new(new_cels[i].image, new_cels[i].opacity)
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var selected_layer := Image.new()
selected_layer.copy_from(new_cels[Global.current_project.current_layer].image)
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selected_layer.lock()
if f.cels[Global.current_project.current_layer].opacity < 1: # If we have layer transparency
for xx in selected_layer.get_size().x:
for yy in selected_layer.get_size().y:
var pixel_color : Color = selected_layer.get_pixel(xx, yy)
var alpha : float = pixel_color.a * f.cels[Global.current_project.current_layer].opacity
selected_layer.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
var new_layer := Image.new()
new_layer.copy_from(f.cels[Global.current_project.current_layer - 1].image)
new_layer.lock()
new_layer.blend_rect(selected_layer, Rect2(Global.canvas.location, Global.current_project.size), Vector2.ZERO)
new_cels.remove(Global.current_project.current_layer)
if !selected_layer.is_invisible() and Global.current_project.layers[Global.current_project.current_layer - 1].linked_cels.size() > 1 and (f in Global.current_project.layers[Global.current_project.current_layer - 1].linked_cels):
new_layers[Global.current_project.current_layer - 1].linked_cels.erase(f)
new_cels[Global.current_project.current_layer - 1].image = new_layer
else:
Global.current_project.undo_redo.add_do_property(f.cels[Global.current_project.current_layer - 1].image, "data", new_layer.data)
Global.current_project.undo_redo.add_undo_property(f.cels[Global.current_project.current_layer - 1].image, "data", f.cels[Global.current_project.current_layer - 1].image.data)
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
new_layers.remove(Global.current_project.current_layer)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer - 1)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func _on_OpacitySlider_value_changed(value) -> void:
Global.current_project.frames[Global.current_project.current_frame].cels[Global.current_project.current_layer].opacity = value / 100
Global.layer_opacity_slider.value = value
Global.layer_opacity_slider.value = value
Global.layer_opacity_spinbox.value = value
Global.canvas.update()
func _on_OnionSkinningSettings_popup_hide() -> void:
Global.can_draw = true