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Pixelorama/src/Classes/Project.gd

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Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# gdlint: ignore=max-public-methods
class_name Project
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
extends RefCounted
## A class for project properties.
2024-03-04 18:27:58 +02:00
signal serialized(dict: Dictionary)
signal about_to_deserialize(dict: Dictionary)
signal resized
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signal timeline_updated
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var name := "":
set(value):
name = value
var project_index := Global.projects.find(self)
if project_index < Global.tabs.tab_count and project_index > -1:
Global.tabs.set_tab_title(project_index, name)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var size: Vector2i:
set = _size_changed
var undo_redo := UndoRedo.new()
var tiles: Tiles
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var undos := 0 ## The number of times we added undo properties
var can_undo := true
var fill_color := Color(0)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var has_changed := false:
set(value):
has_changed = value
if value:
Global.project_data_changed.emit(self)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
Global.tabs.set_tab_title(Global.tabs.current_tab, name + "(*)")
else:
Global.tabs.set_tab_title(Global.tabs.current_tab, name)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# frames and layers Arrays should generally only be modified directly when
2023-02-02 03:06:23 +02:00
# opening/creating a project. When modifying the current project, use
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# the add/remove/move/swap_frames/layers methods
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var frames: Array[Frame] = []
var layers: Array[BaseLayer] = []
var current_frame := 0
var current_layer := 0
var selected_cels := [[0, 0]] ## Array of Arrays of 2 integers (frame & layer)
## Array that contains the order of the [BaseLayer] indices that are being drawn.
## Takes into account each [BaseCel]'s invidiual z-index. If all z-indexes are 0, then the
## array just contains the indices of the layers in increasing order.
## See [method order_layers].
var ordered_layers: Array[int] = [0]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var animation_tags: Array[AnimationTag] = []:
set = _animation_tags_changed
var guides: Array[Guide] = []
var brushes: Array[Image] = []
var reference_images: Array[ReferenceImage] = []
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 14:12:37 +02:00
var reference_index: int = -1 # The currently selected index ReferenceImage
var vanishing_points := [] ## Array of Vanishing Points
var fps := 6.0
var user_data := "" ## User defined data, set in the project properties.
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var x_symmetry_point: float
var y_symmetry_point: float
var x_symmetry_axis := SymmetryGuide.new()
var y_symmetry_axis := SymmetryGuide.new()
var selection_map := SelectionMap.new()
## This is useful for when the selection is outside of the canvas boundaries,
## on the left and/or above (negative coords)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var selection_offset := Vector2i.ZERO:
set(value):
selection_offset = value
Global.canvas.selection.marching_ants_outline.offset = selection_offset
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
var has_selection := false
## For every camera (currently there are 3)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var cameras_rotation: PackedFloat32Array = [0.0, 0.0, 0.0]
var cameras_zoom: PackedVector2Array = [
Vector2(0.15, 0.15), Vector2(0.15, 0.15), Vector2(0.15, 0.15)
]
var cameras_offset: PackedVector2Array = [Vector2.ZERO, Vector2.ZERO, Vector2.ZERO]
# Export directory path and export file name
var save_path := ""
var export_directory_path := ""
var file_name := "untitled"
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var file_format := Export.FileFormat.PNG
var was_exported := false
var export_overwrite := false
var backup_path := ""
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var animation_tag_node := preload("res://src/UI/Timeline/AnimationTagUI.tscn")
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
func _init(_frames: Array[Frame] = [], _name := tr("untitled"), _size := Vector2i(64, 64)) -> void:
frames = _frames
name = _name
size = _size
tiles = Tiles.new(size)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
selection_map.copy_from(Image.create(size.x, size.y, false, Image.FORMAT_LA8))
2020-06-05 02:48:38 +03:00
Global.tabs.add_tab(name)
undo_redo.max_steps = Global.max_undo_steps
2020-06-05 02:48:38 +03:00
x_symmetry_point = size.x - 1
y_symmetry_point = size.y - 1
x_symmetry_axis.type = x_symmetry_axis.Types.HORIZONTAL
x_symmetry_axis.project = self
x_symmetry_axis.add_point(Vector2(-19999, y_symmetry_point / 2 + 0.5))
x_symmetry_axis.add_point(Vector2(19999, y_symmetry_point / 2 + 0.5))
Global.canvas.add_child(x_symmetry_axis)
y_symmetry_axis.type = y_symmetry_axis.Types.VERTICAL
y_symmetry_axis.project = self
y_symmetry_axis.add_point(Vector2(x_symmetry_point / 2 + 0.5, -19999))
y_symmetry_axis.add_point(Vector2(x_symmetry_point / 2 + 0.5, 19999))
Global.canvas.add_child(y_symmetry_axis)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
if OS.get_name() == "Web":
export_directory_path = "user://"
else:
export_directory_path = Global.config_cache.get_value(
"data", "current_dir", OS.get_system_dir(OS.SYSTEM_DIR_DESKTOP)
)
Global.project_created.emit(self)
func remove() -> void:
remove_backup_file()
undo_redo.free()
for ri in reference_images:
ri.queue_free()
Added the Perspective editor (#806) * Added Perspective Editor * removed unintended changes * Removed unintended changes * removed un-intended changes * Delete Axes.tscn * Delete Axis.gd * Removed MouseGuides from editor I will add them separately * Added MouseGuides * Some changes * Fixed some things * added mouse guide * make MouseGuides remember last setting * don't move if dialog is open * Dont move tracker guides if dialog is open * UI improvement to editor * Update VanishingPoint.gd * UI Improvement * Minor Color Improvements * fixed a bug This was causing a crash * Some UI Changes * Improve UI some more * fix typo * Added Undo/Redo and improved UI * Formatting * formatting * formatting * formatting * Fix Definition out of order * Fix Definition out of order * formatting * formatting * fix Duplicate error * Fix some things * Some UI Changes * Some code refinement * Removed un-needed lines * Some code refinement * Some more UI Changes * Changes, Changes and Changes * Delete LineButton.gd * Delete LineButton.tscn * Delete PerspectiveEditor.gd * Delete PerspectiveEditor.tscn * Delete PointCollapseContainer.gd * Delete PerspectiveLine.tscn * Delete PerspectiveLine.gd * Changed boundary separators to ColorRects * make the guide update more frequently * make default color have full alpha * Dim the boundaries based on luminance * typo * Formatting * Formatting * formatting i forgot to do * Delete VanishingPoint.gd * Delete VanishingPoint.tscn * Fixed rouge collapsible container --------- Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2023-02-12 18:20:53 +05:00
if self == Global.current_project:
# If the project is not current_project then the points need not be removed
for point_idx in vanishing_points.size():
var editor = Global.perspective_editor
for c in editor.vanishing_point_container.get_children():
c.queue_free()
for guide in guides:
guide.queue_free()
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
for frame in frames:
for l in layers.size():
var cel: BaseCel = frame.cels[l]
cel.on_remove()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# Prevents memory leak (due to the layers' project reference stopping ref counting from freeing)
layers.clear()
Global.projects.erase(self)
func remove_backup_file() -> void:
if not backup_path.is_empty():
if FileAccess.file_exists(backup_path):
DirAccess.remove_absolute(backup_path)
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
func commit_undo() -> void:
if not can_undo:
return
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
if Global.canvas.selection.is_moving_content:
Global.canvas.selection.transform_content_cancel()
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
else:
undo_redo.undo()
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
func commit_redo() -> void:
if not can_undo:
return
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
Global.control.redone = true
undo_redo.redo()
Global.control.redone = false
func new_empty_frame() -> Frame:
var frame := Frame.new()
var bottom_layer := true
for l in layers: # Create as many cels as there are layers
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var cel := l.new_empty_cel()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
if cel is PixelCel and bottom_layer and fill_color.a > 0:
cel.image.fill(fill_color)
frame.cels.append(cel)
bottom_layer = false
return frame
## Returns the currently selected [BaseCel].
func get_current_cel() -> BaseCel:
return frames[current_frame].cels[current_layer]
func selection_map_changed() -> void:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var image_texture: ImageTexture
has_selection = !selection_map.is_invisible()
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
if has_selection:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
image_texture = ImageTexture.create_from_image(selection_map)
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
Global.canvas.selection.marching_ants_outline.texture = image_texture
Global.top_menu_container.edit_menu.set_item_disabled(Global.EditMenu.NEW_BRUSH, !has_selection)
Global.top_menu_container.image_menu.set_item_disabled(
Global.ImageMenu.CROP_TO_SELECTION, !has_selection
)
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
func change_project() -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.animation_timeline.project_changed()
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
animation_tags = animation_tags
# Change the project brushes
Brushes.clear_project_brush()
for brush in brushes:
Brushes.add_project_brush(brush)
Global.transparent_checker.update_rect()
Global.cursor_position_label.text = "[%s×%s]" % [size.x, size.y]
2024-07-21 21:25:03 +03:00
Global.get_window().title = "%s - Pixelorama %s" % [name, Global.current_version]
if has_changed:
2024-07-21 21:25:03 +03:00
Global.get_window().title = Global.get_window().title + "(*)"
if export_directory_path != "":
Global.open_sprites_dialog.current_path = export_directory_path
Global.save_sprites_dialog.current_path = export_directory_path
selection_map_changed()
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 14:12:37 +02:00
func serialize() -> Dictionary:
var layer_data := []
for layer in layers:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
layer_data.append(layer.serialize())
layer_data[-1]["metadata"] = _serialize_metadata(layer)
var tag_data := []
for tag in animation_tags:
2024-03-23 02:17:55 +02:00
tag_data.append(tag.serialize())
var guide_data := []
for guide in guides:
if guide is SymmetryGuide:
continue
if !is_instance_valid(guide):
continue
2024-03-22 03:07:21 +02:00
var coords := guide.points[0].x
if guide.type == Guide.Types.HORIZONTAL:
coords = guide.points[0].y
guide_data.append({"type": guide.type, "pos": coords})
var frame_data := []
for frame in frames:
var cel_data := []
for cel in frame.cels:
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
cel_data.append(cel.serialize())
cel_data[-1]["metadata"] = _serialize_metadata(cel)
var current_frame_data := {
"cels": cel_data, "duration": frame.duration, "metadata": _serialize_metadata(frame)
}
if not frame.user_data.is_empty():
current_frame_data["user_data"] = frame.user_data
frame_data.append(current_frame_data)
var brush_data := []
for brush in brushes:
brush_data.append({"size_x": brush.get_size().x, "size_y": brush.get_size().y})
var reference_image_data := []
for reference_image in reference_images:
reference_image_data.append(reference_image.serialize())
var metadata := _serialize_metadata(self)
var project_data := {
"pixelorama_version": Global.current_version,
"pxo_version": ProjectSettings.get_setting("application/config/Pxo_Version"),
"size_x": size.x,
"size_y": size.y,
"tile_mode_x_basis_x": tiles.x_basis.x,
"tile_mode_x_basis_y": tiles.x_basis.y,
"tile_mode_y_basis_x": tiles.y_basis.x,
"tile_mode_y_basis_y": tiles.y_basis.y,
"layers": layer_data,
"tags": tag_data,
"guides": guide_data,
"symmetry_points": [x_symmetry_point, y_symmetry_point],
"frames": frame_data,
"brushes": brush_data,
"reference_images": reference_image_data,
Added the Perspective editor (#806) * Added Perspective Editor * removed unintended changes * Removed unintended changes * removed un-intended changes * Delete Axes.tscn * Delete Axis.gd * Removed MouseGuides from editor I will add them separately * Added MouseGuides * Some changes * Fixed some things * added mouse guide * make MouseGuides remember last setting * don't move if dialog is open * Dont move tracker guides if dialog is open * UI improvement to editor * Update VanishingPoint.gd * UI Improvement * Minor Color Improvements * fixed a bug This was causing a crash * Some UI Changes * Improve UI some more * fix typo * Added Undo/Redo and improved UI * Formatting * formatting * formatting * formatting * Fix Definition out of order * Fix Definition out of order * formatting * formatting * fix Duplicate error * Fix some things * Some UI Changes * Some code refinement * Removed un-needed lines * Some code refinement * Some more UI Changes * Changes, Changes and Changes * Delete LineButton.gd * Delete LineButton.tscn * Delete PerspectiveEditor.gd * Delete PerspectiveEditor.tscn * Delete PointCollapseContainer.gd * Delete PerspectiveLine.tscn * Delete PerspectiveLine.gd * Changed boundary separators to ColorRects * make the guide update more frequently * make default color have full alpha * Dim the boundaries based on luminance * typo * Formatting * Formatting * formatting i forgot to do * Delete VanishingPoint.gd * Delete VanishingPoint.tscn * Fixed rouge collapsible container --------- Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2023-02-12 18:20:53 +05:00
"vanishing_points": vanishing_points,
"export_file_name": file_name,
"export_file_format": file_format,
"fps": fps,
"user_data": user_data,
"metadata": metadata
}
serialized.emit(project_data)
return project_data
func deserialize(dict: Dictionary, zip_reader: ZIPReader = null, file: FileAccess = null) -> void:
about_to_deserialize.emit(dict)
if dict.has("size_x") and dict.has("size_y"):
size.x = dict.size_x
size.y = dict.size_y
tiles.tile_size = size
selection_map.crop(size.x, size.y)
if dict.has("tile_mode_x_basis_x") and dict.has("tile_mode_x_basis_y"):
tiles.x_basis.x = dict.tile_mode_x_basis_x
tiles.x_basis.y = dict.tile_mode_x_basis_y
if dict.has("tile_mode_y_basis_x") and dict.has("tile_mode_y_basis_y"):
tiles.y_basis.x = dict.tile_mode_y_basis_x
tiles.y_basis.y = dict.tile_mode_y_basis_y
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
if dict.has("frames") and dict.has("layers"):
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
for saved_layer in dict.layers:
match int(saved_layer.get("type", Global.LayerTypes.PIXEL)):
Global.LayerTypes.PIXEL:
layers.append(PixelLayer.new(self))
Global.LayerTypes.GROUP:
layers.append(GroupLayer.new(self))
Global.LayerTypes.THREE_D:
layers.append(Layer3D.new(self))
var frame_i := 0
for frame in dict.frames:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var cels: Array[BaseCel] = []
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
var cel_i := 0
for cel in frame.cels:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
match int(dict.layers[cel_i].get("type", Global.LayerTypes.PIXEL)):
Global.LayerTypes.PIXEL:
var image := Image.new()
if is_instance_valid(zip_reader): # For pxo files saved in 1.0+
var image_data := zip_reader.read_file(
"image_data/frames/%s/layer_%s" % [frame_i + 1, cel_i + 1]
)
image = Image.create_from_data(
size.x, size.y, false, Image.FORMAT_RGBA8, image_data
)
elif is_instance_valid(file): # For pxo files saved in 0.x
var buffer := file.get_buffer(size.x * size.y * 4)
image = Image.create_from_data(
size.x, size.y, false, Image.FORMAT_RGBA8, buffer
)
cels.append(PixelCel.new(image))
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.LayerTypes.GROUP:
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
cels.append(GroupCel.new())
Global.LayerTypes.THREE_D:
if is_instance_valid(file): # For pxo files saved in 0.x
# Don't do anything with it, just read it so that the file can move on
file.get_buffer(size.x * size.y * 4)
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
cels.append(Cel3D.new(size, true))
if dict.has("pxo_version"):
cel["pxo_version"] = dict["pxo_version"]
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
cels[cel_i].deserialize(cel)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
_deserialize_metadata(cels[cel_i], cel)
cel_i += 1
var duration := 1.0
if frame.has("duration"):
duration = frame.duration
elif dict.has("frame_duration"):
duration = dict.frame_duration[frame_i]
var frame_class := Frame.new(cels, duration)
frame_class.user_data = frame.get("user_data", "")
_deserialize_metadata(frame_class, frame)
frames.append(frame_class)
frame_i += 1
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# Parent references to other layers are created when deserializing
# a layer, so loop again after creating them:
for layer_i in dict.layers.size():
layers[layer_i].index = layer_i
layers[layer_i].deserialize(dict.layers[layer_i])
_deserialize_metadata(layers[layer_i], dict.layers[layer_i])
if dict.has("tags"):
for tag in dict.tags:
var new_tag := AnimationTag.new(tag.name, Color(tag.color), tag.from, tag.to)
new_tag.user_data = tag.get("user_data", "")
animation_tags.append(new_tag)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
animation_tags = animation_tags
if dict.has("guides"):
for g in dict.guides:
var guide := Guide.new()
guide.type = g.type
if guide.type == Guide.Types.HORIZONTAL:
guide.add_point(Vector2(-99999, g.pos))
guide.add_point(Vector2(99999, g.pos))
else:
guide.add_point(Vector2(g.pos, -99999))
guide.add_point(Vector2(g.pos, 99999))
guide.has_focus = false
guide.project = self
Global.canvas.add_child(guide)
if dict.has("reference_images"):
for g in dict.reference_images:
var ri := ReferenceImage.new()
ri.project = self
ri.deserialize(g)
Global.canvas.reference_image_container.add_child(ri)
Added the Perspective editor (#806) * Added Perspective Editor * removed unintended changes * Removed unintended changes * removed un-intended changes * Delete Axes.tscn * Delete Axis.gd * Removed MouseGuides from editor I will add them separately * Added MouseGuides * Some changes * Fixed some things * added mouse guide * make MouseGuides remember last setting * don't move if dialog is open * Dont move tracker guides if dialog is open * UI improvement to editor * Update VanishingPoint.gd * UI Improvement * Minor Color Improvements * fixed a bug This was causing a crash * Some UI Changes * Improve UI some more * fix typo * Added Undo/Redo and improved UI * Formatting * formatting * formatting * formatting * Fix Definition out of order * Fix Definition out of order * formatting * formatting * fix Duplicate error * Fix some things * Some UI Changes * Some code refinement * Removed un-needed lines * Some code refinement * Some more UI Changes * Changes, Changes and Changes * Delete LineButton.gd * Delete LineButton.tscn * Delete PerspectiveEditor.gd * Delete PerspectiveEditor.tscn * Delete PointCollapseContainer.gd * Delete PerspectiveLine.tscn * Delete PerspectiveLine.gd * Changed boundary separators to ColorRects * make the guide update more frequently * make default color have full alpha * Dim the boundaries based on luminance * typo * Formatting * Formatting * formatting i forgot to do * Delete VanishingPoint.gd * Delete VanishingPoint.tscn * Fixed rouge collapsible container --------- Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2023-02-12 18:20:53 +05:00
if dict.has("vanishing_points"):
vanishing_points = dict.vanishing_points
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
Global.perspective_editor.queue_redraw()
if dict.has("symmetry_points"):
x_symmetry_point = dict.symmetry_points[0]
y_symmetry_point = dict.symmetry_points[1]
2022-01-03 14:05:41 +02:00
for point in x_symmetry_axis.points.size():
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
x_symmetry_axis.points[point].y = floorf(y_symmetry_point / 2 + 1)
2022-01-03 14:05:41 +02:00
for point in y_symmetry_axis.points.size():
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
y_symmetry_axis.points[point].x = floorf(x_symmetry_point / 2 + 1)
file_name = dict.get("export_file_name", file_name)
file_format = dict.get("export_file_format", file_name)
fps = dict.get("fps", file_name)
user_data = dict.get("user_data", user_data)
_deserialize_metadata(self, dict)
order_layers()
func _serialize_metadata(object: Object) -> Dictionary:
var metadata := {}
for meta in object.get_meta_list():
metadata[meta] = object.get_meta(meta)
return metadata
func _deserialize_metadata(object: Object, dict: Dictionary) -> void:
if not dict.has("metadata"):
return
var metadata: Dictionary = dict["metadata"]
for meta in metadata.keys():
object.set_meta(meta, metadata[meta])
2020-11-14 15:24:24 +02:00
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
func _size_changed(value: Vector2i) -> void:
if not is_instance_valid(tiles):
size = value
return
if size.x != 0:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
tiles.x_basis = tiles.x_basis * value.x / size.x
else:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
tiles.x_basis = Vector2i(value.x, 0)
if size.y != 0:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
tiles.y_basis = tiles.y_basis * value.y / size.y
else:
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
tiles.y_basis = Vector2i(0, value.y)
tiles.tile_size = value
size = value
Global.canvas.crop_rect.reset()
resized.emit()
func change_cel(new_frame: int, new_layer := -1) -> void:
if new_frame < 0:
new_frame = current_frame
if new_layer < 0:
new_layer = current_layer
Global.canvas.selection.transform_content_confirm()
# Unpress all buttons
for i in frames.size():
var frame_button: BaseButton = Global.frame_hbox.get_child(i)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
frame_button.button_pressed = false # Unpress all frame buttons
for cel_hbox in Global.cel_vbox.get_children():
if i < cel_hbox.get_child_count():
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
cel_hbox.get_child(i).button_pressed = false # Unpress all cel buttons
for layer_button in Global.layer_vbox.get_children():
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
layer_button.button_pressed = false # Unpress all layer buttons
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
if selected_cels.is_empty():
selected_cels.append([new_frame, new_layer])
for cel in selected_cels: # Press selected buttons
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
var frame: int = cel[0]
var layer: int = cel[1]
if frame < Global.frame_hbox.get_child_count():
var frame_button: BaseButton = Global.frame_hbox.get_child(frame)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
frame_button.button_pressed = true # Press selected frame buttons
2022-02-17 20:36:10 +02:00
var layer_vbox_child_count: int = Global.layer_vbox.get_child_count()
if layer < layer_vbox_child_count:
var layer_button = Global.layer_vbox.get_child(layer_vbox_child_count - 1 - layer)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
layer_button.button_pressed = true # Press selected layer buttons
var cel_vbox_child_count: int = Global.cel_vbox.get_child_count()
if layer < cel_vbox_child_count:
var cel_hbox: Container = Global.cel_vbox.get_child(cel_vbox_child_count - 1 - layer)
if frame < cel_hbox.get_child_count():
var cel_button: BaseButton = cel_hbox.get_child(frame)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
cel_button.button_pressed = true # Press selected cel buttons
if new_frame != current_frame: # If the frame has changed
current_frame = new_frame
if new_layer != current_layer: # If the layer has changed
current_layer = new_layer
2023-12-06 15:11:04 +02:00
order_layers()
Global.transparent_checker.update_rect()
Global.cel_switched.emit()
if get_current_cel() is Cel3D:
await RenderingServer.frame_post_draw
await RenderingServer.frame_post_draw
Global.canvas.update_all_layers = true
Global.canvas.queue_redraw()
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
func _animation_tags_changed(value: Array[AnimationTag]) -> void:
animation_tags = value
for child in Global.tag_container.get_children():
child.queue_free()
for tag in animation_tags:
var tag_c := animation_tag_node.instantiate()
tag_c.tag = tag
Global.tag_container.add_child(tag_c)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var tag_position := Global.tag_container.get_child_count() - 1
Global.tag_container.move_child(tag_c, tag_position)
_set_timeline_first_and_last_frames()
func _set_timeline_first_and_last_frames() -> void:
# This is useful in case tags get modified DURING the animation is playing
# otherwise, this code is useless in this context, since these values are being set
# when the play buttons get pressed anyway
Global.animation_timeline.first_frame = 0
Global.animation_timeline.last_frame = frames.size() - 1
if Global.play_only_tags:
for tag in animation_tags:
if current_frame + 1 >= tag.from && current_frame + 1 <= tag.to:
Global.animation_timeline.first_frame = tag.from - 1
Global.animation_timeline.last_frame = mini(frames.size() - 1, tag.to - 1)
func is_empty() -> bool:
return (
frames.size() == 1
and layers.size() == 1
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
and layers[0] is PixelLayer
and frames[0].cels[0].image.is_invisible()
and animation_tags.size() == 0
)
func can_pixel_get_drawn(pixel: Vector2i, image := selection_map) -> bool:
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
if pixel.x < 0 or pixel.y < 0 or pixel.x >= size.x or pixel.y >= size.y:
return false
if tiles.mode != Tiles.MODE.NONE and !tiles.has_point(pixel):
return false
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
if has_selection:
return image.is_pixel_selected(pixel)
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
else:
return true
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
## Loops through all of the cels until it finds a drawable (non-[GroupCel]) [BaseCel]
## in the specified [param frame] and returns it. If no drawable cel is found,
## meaning that all of the cels are [GroupCel]s, the method returns null.
## If no [param frame] is specified, the method will use the current frame.
func find_first_drawable_cel(frame := frames[current_frame]) -> BaseCel:
var result: BaseCel
var cel := frame.cels[0]
var i := 0
while cel is GroupCel and i < layers.size():
cel = frame.cels[i]
i += 1
if not cel is GroupCel:
result = cel
return result
## Re-order layers to take each cel's z-index into account. If all z-indexes are 0,
## then the order of drawing is the same as the order of the layers itself.
func order_layers(frame_index := current_frame) -> void:
ordered_layers = []
for i in layers.size():
ordered_layers.append(i)
ordered_layers.sort_custom(_z_index_sort.bind(frame_index))
## Used as a [Callable] for [method Array.sort_custom] to sort layers
## while taking each cel's z-index into account.
func _z_index_sort(a: int, b: int, frame_index: int) -> bool:
var z_index_a := frames[frame_index].cels[a].z_index
var z_index_b := frames[frame_index].cels[b].z_index
var layer_index_a := layers[a].index + z_index_a
var layer_index_b := layers[b].index + z_index_b
if layer_index_a < layer_index_b:
return true
if layer_index_a == layer_index_b and z_index_a < z_index_b:
return true
return false
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# Timeline modifications
# Modifying layers or frames Arrays on the current project should generally only be done
# through these methods.
# These allow you to add/remove/move/swap frames/layers/cels. It updates the Animation Timeline
# UI, and updates indices. These are designed to be reversible, meaning that to undo an add, you
2023-02-02 03:06:23 +02:00
# use remove, and vice versa. To undo a move or swap, use move or swap with the parameters swapped.
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# indices should be in ascending order
func add_frames(new_frames: Array, indices: PackedInt32Array) -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
for i in new_frames.size():
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 10:44:01 -04:00
# For each linked cel in the frame, update its layer's cel_link_sets
for l in layers.size():
var cel: BaseCel = new_frames[i].cels[l]
if cel.link_set != null:
if not layers[l].cel_link_sets.has(cel.link_set):
layers[l].cel_link_sets.append(cel.link_set)
cel.link_set["cels"].append(cel)
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 10:44:01 -04:00
# Add frame
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
frames.insert(indices[i], new_frames[i])
Global.animation_timeline.project_frame_added(indices[i])
_update_frame_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
func remove_frames(indices: PackedInt32Array) -> void: # indices should be in ascending order
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
for i in indices.size():
# With each removed index, future indices need to be lowered, so subtract by i
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 10:44:01 -04:00
# For each linked cel in the frame, update its layer's cel_link_sets
for l in layers.size():
var cel := frames[indices[i] - i].cels[l]
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
cel.on_remove()
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 10:44:01 -04:00
if cel.link_set != null:
cel.link_set["cels"].erase(cel)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
if cel.link_set["cels"].is_empty():
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 10:44:01 -04:00
layers[l].cel_link_sets.erase(cel.link_set)
# Remove frame
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
frames.remove_at(indices[i] - i)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.animation_timeline.project_frame_removed(indices[i] - i)
_update_frame_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# from_indices and to_indicies should be in ascending order
func move_frames(from_indices: PackedInt32Array, to_indices: PackedInt32Array) -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
var removed_frames := []
for i in from_indices.size():
# With each removed index, future indices need to be lowered, so subtract by i
removed_frames.append(frames.pop_at(from_indices[i] - i))
Global.animation_timeline.project_frame_removed(from_indices[i] - i)
for i in to_indices.size():
frames.insert(to_indices[i], removed_frames[i])
Global.animation_timeline.project_frame_added(to_indices[i])
_update_frame_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
func swap_frame(a_index: int, b_index: int) -> void:
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var temp := frames[a_index]
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
frames[a_index] = frames[b_index]
frames[b_index] = temp
Global.animation_timeline.project_frame_removed(a_index)
Global.animation_timeline.project_frame_added(a_index)
Global.animation_timeline.project_frame_removed(b_index)
Global.animation_timeline.project_frame_added(b_index)
_set_timeline_first_and_last_frames()
func reverse_frames(frame_indices: PackedInt32Array) -> void:
Global.canvas.selection.transform_content_confirm()
for i in frame_indices.size() / 2:
var index := frame_indices[i]
var reverse_index := frame_indices[-i - 1]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var temp := frames[index]
frames[index] = frames[reverse_index]
frames[reverse_index] = temp
Global.animation_timeline.project_frame_removed(index)
Global.animation_timeline.project_frame_added(index)
Global.animation_timeline.project_frame_removed(reverse_index)
Global.animation_timeline.project_frame_added(reverse_index)
_set_timeline_first_and_last_frames()
change_cel(-1)
## [param cels] is 2d Array of [BaseCel]s
func add_layers(new_layers: Array, indices: PackedInt32Array, cels: Array) -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
for i in indices.size():
layers.insert(indices[i], new_layers[i])
for f in frames.size():
frames[f].cels.insert(indices[i], cels[i][f])
new_layers[i].project = self
Global.animation_timeline.project_layer_added(indices[i])
_update_layer_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
func remove_layers(indices: PackedInt32Array) -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
for i in indices.size():
# With each removed index, future indices need to be lowered, so subtract by i
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
layers.remove_at(indices[i] - i)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
for frame in frames:
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
frame.cels[indices[i] - i].on_remove()
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
frame.cels.remove_at(indices[i] - i)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.animation_timeline.project_layer_removed(indices[i] - i)
_update_layer_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# from_indices and to_indicies should be in ascending order
func move_layers(
from_indices: PackedInt32Array, to_indices: PackedInt32Array, to_parents: Array
) -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
var removed_layers := []
var removed_cels := [] # 2D array of cels (an array for each layer removed)
for i in from_indices.size():
# With each removed index, future indices need to be lowered, so subtract by i
removed_layers.append(layers.pop_at(from_indices[i] - i))
removed_layers[i].parent = to_parents[i] # parents must be set before UI created in next loop
removed_cels.append([])
for frame in frames:
removed_cels[i].append(frame.cels.pop_at(from_indices[i] - i))
Global.animation_timeline.project_layer_removed(from_indices[i] - i)
for i in to_indices.size():
layers.insert(to_indices[i], removed_layers[i])
for f in frames.size():
frames[f].cels.insert(to_indices[i], removed_cels[i][f])
Global.animation_timeline.project_layer_added(to_indices[i])
_update_layer_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# "a" and "b" should both contain "from", "to", and "to_parents" arrays.
# (Using dictionaries because there seems to be a limit of 5 arguments for do/undo method calls)
func swap_layers(a: Dictionary, b: Dictionary) -> void:
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
var a_layers := []
var b_layers := []
var a_cels := [] # 2D array of cels (an array for each layer removed)
var b_cels := [] # 2D array of cels (an array for each layer removed)
for i in a.from.size():
a_layers.append(layers.pop_at(a.from[i] - i))
Global.animation_timeline.project_layer_removed(a.from[i] - i)
a_layers[i].parent = a.to_parents[i] # All parents must be set early, before creating buttons
a_cels.append([])
for frame in frames:
a_cels[i].append(frame.cels.pop_at(a.from[i] - i))
for i in b.from.size():
var index = (b.from[i] - i) if a.from[0] > b.from[0] else (b.from[i] - i - a.from.size())
b_layers.append(layers.pop_at(index))
Global.animation_timeline.project_layer_removed(index)
b_layers[i].parent = b.to_parents[i] # All parents must be set early, before creating buttons
b_cels.append([])
for frame in frames:
b_cels[i].append(frame.cels.pop_at(index))
for i in a_layers.size():
var index = a.to[i] if a.to[0] < b.to[0] else (a.to[i] - b.to.size())
layers.insert(index, a_layers[i])
for f in frames.size():
frames[f].cels.insert(index, a_cels[i][f])
Global.animation_timeline.project_layer_added(index)
for i in b_layers.size():
layers.insert(b.to[i], b_layers[i])
for f in frames.size():
frames[f].cels.insert(b.to[i], b_cels[i][f])
Global.animation_timeline.project_layer_added(b.to[i])
_update_layer_ui()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
## Moves multiple cels between different frames, but on the same layer.
## TODO: Perhaps figure out a way to optimize this. Right now it copies all of the cels of
## a layer into a temporary array, sorts it and then copies it into each frame's `cels` array
## on that layer. This was done in order to replicate the code from [method move_frames].
## TODO: Make a method like this, but for moving cels between different layers, on the same frame.
func move_cels_same_layer(
from_indices: PackedInt32Array, to_indices: PackedInt32Array, layer: int
) -> void:
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
var cels: Array[BaseCel] = []
for frame in frames:
cels.append(frame.cels[layer])
var removed_cels: Array[BaseCel] = []
for i in from_indices.size():
# With each removed index, future indices need to be lowered, so subtract by i
removed_cels.append(cels.pop_at(from_indices[i] - i))
for i in to_indices.size():
cels.insert(to_indices[i], removed_cels[i])
for i in frames.size():
var new_cel := cels[i]
frames[i].cels[layer] = new_cel
for i in from_indices.size():
# With each removed index, future indices need to be lowered, so subtract by i
Global.animation_timeline.project_cel_removed(from_indices[i] - i, layer)
for i in to_indices.size():
Global.animation_timeline.project_cel_added(to_indices[i], layer)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
# Update the cel buttons for this layer:
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - layer)
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
for f in frames.size():
cel_hbox.get_child(f).frame = f
cel_hbox.get_child(f).button_setup()
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
func swap_cel(a_frame: int, a_layer: int, b_frame: int, b_layer: int) -> void:
Global.canvas.selection.transform_content_confirm()
selected_cels.clear()
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
var temp := frames[a_frame].cels[a_layer]
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 14:59:49 -04:00
frames[a_frame].cels[a_layer] = frames[b_frame].cels[b_layer]
frames[b_frame].cels[b_layer] = temp
Global.animation_timeline.project_cel_removed(a_frame, a_layer)
Global.animation_timeline.project_cel_added(a_frame, a_layer)
Global.animation_timeline.project_cel_removed(b_frame, b_layer)
Global.animation_timeline.project_cel_added(b_frame, b_layer)
func _update_frame_ui() -> void:
for f in frames.size(): # Update the frames and frame buttons
Global.frame_hbox.get_child(f).frame = f
Global.frame_hbox.get_child(f).text = str(f + 1)
for l in layers.size(): # Update the cel buttons
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
for f in frames.size():
cel_hbox.get_child(f).frame = f
cel_hbox.get_child(f).button_setup()
_set_timeline_first_and_last_frames()
timeline_updated.emit()
## Update the layer indices and layer/cel buttons
func _update_layer_ui() -> void:
for l in layers.size():
layers[l].index = l
Global.layer_vbox.get_child(layers.size() - 1 - l).layer_index = l
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
for f in frames.size():
cel_hbox.get_child(f).layer = l
cel_hbox.get_child(f).button_setup()
timeline_updated.emit()
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 14:12:37 +02:00
## Change the current reference image
func set_reference_image_index(new_index: int) -> void:
reference_index = clamp(-1, new_index, reference_images.size() - 1)
Global.canvas.reference_image_container.update_index(reference_index)
## Returns the reference image based on reference_index
func get_current_reference_image() -> ReferenceImage:
return get_reference_image(reference_index)
## Returns the reference image based on the index or null if index < 0
func get_reference_image(index: int) -> ReferenceImage:
if index < 0 or index > reference_images.size() - 1:
return null
return reference_images[index]
## Reorders the position of the reference image in the tree / reference_images array
func reorder_reference_image(from: int, to: int) -> void:
var ri: ReferenceImage = reference_images.pop_at(from)
reference_images.insert(to, ri)
Global.canvas.reference_image_container.move_child(ri, to)