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Pixelorama/src/UI/Timeline/AnimationTimeline.tscn

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[gd_scene load_steps=44 format=2]
[ext_resource path="res://src/UI/Timeline/AnimationTimeline.gd" type="Script" id=1]
[ext_resource path="res://assets/graphics/layers/new.png" type="Texture" id=2]
[ext_resource path="res://assets/graphics/layers/move_down.png" type="Texture" id=3]
[ext_resource path="res://assets/graphics/layers/move_up.png" type="Texture" id=4]
[ext_resource path="res://assets/graphics/layers/merge_down.png" type="Texture" id=5]
[ext_resource path="res://assets/graphics/layers/delete.png" type="Texture" id=6]
[ext_resource path="res://assets/graphics/layers/clone.png" type="Texture" id=7]
[ext_resource path="res://assets/graphics/timeline/move_arrow.png" type="Texture" id=8]
[ext_resource path="res://src/UI/Nodes/ValueSlider.tscn" type="PackedScene" id=9]
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
[ext_resource path="res://assets/graphics/layers/group_new.png" type="Texture" id=10]
[ext_resource path="res://assets/graphics/timeline/new_frame.png" type="Texture" id=19]
[ext_resource path="res://assets/graphics/timeline/remove_frame.png" type="Texture" id=20]
[ext_resource path="res://assets/graphics/timeline/go_to_first_frame.png" type="Texture" id=21]
[ext_resource path="res://assets/graphics/timeline/play.png" type="Texture" id=22]
[ext_resource path="res://assets/graphics/timeline/previous_frame.png" type="Texture" id=23]
[ext_resource path="res://assets/graphics/timeline/play_backwards.png" type="Texture" id=24]
[ext_resource path="res://assets/graphics/timeline/go_to_last_frame.png" type="Texture" id=25]
[ext_resource path="res://assets/graphics/timeline/next_frame.png" type="Texture" id=26]
[ext_resource path="res://assets/graphics/timeline/copy_frame.png" type="Texture" id=27]
[ext_resource path="res://assets/graphics/timeline/tag.png" type="Texture" id=28]
[ext_resource path="res://assets/graphics/timeline/onion_skinning_off.png" type="Texture" id=29]
[ext_resource path="res://assets/graphics/timeline/expandable.png" type="Texture" id=30]
[ext_resource path="res://assets/graphics/timeline/loop.png" type="Texture" id=31]
Bring refactoring changes to master (#253) * Refactoring image_menu_id_pressed method in Main.gd (#243) * Refactoring image_menu_id_pressed method in Main.gd I've moved the code from each "match" case into a seperate method to make it more readable. Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com> * Refactoring Main.gd. Mostly cutting big methods into smaller ones. (#244) * Refactoring Main.gd. Mostly cutting big methods into smaller one. - Reduced size of _ready method in Main.gd - Moved code from certain parts of old _ready method into seperate methods - Fixed the translation bug related to CurrentFrame node in TopMenuContainer scene. The CurrentFrame node wasn't updating the language when I was changing language. I've also changed the translation file for this. - Fixed Global.palette_option_button.selected related warning. Because of some unknown reasons, git didn't push completed line there. - Moved code from file_menu_id_pressed and view_menu_id_pressed method in Main.gd to separate methods to make it more readable. * Removed window_title changes from Main.tscn Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com> * Fixed TextureRect images of the circle brushes in BrushesPopup They all had the pixel brush image in their TextureRect * Split code from PreferencesDialog.gd to HandleLanguages.gd Also moved PreferencesDialog script & scene to src/Preferences. More Preferences code splitting will follow. * Split theme related code from PreferencesDialog into HandleThemes.gd * Moved shortcuts code from PreferencesDialog * Created DrawingAlgos.gd and moved a lot of drawing code there Moved code from Global.gd and Canvas.gd to DrawingAlgos.gd. Will also move the fill_gaps and draw_brush methods of Canvas.gd next. Maybe even refactor the inside of them a bit to make them easier to read. * Connected "files_dropped" signal to a method This lets the user drag and drop files into Pixelorama, while it runs, to open them. This doesn't work properly and will crash when it can't open the files. It will get merged into master soon. * Renamed handle_running_pixelorama_with_arguments() to handle_loading_files() handle_loading_files() is also used for _on_files_dropped() * Moved draw_brush() and fill_gaps() from Canvas.gd to DrawingAlgos.gd draw_brush() is currently very ugly and probably needs inside refactoring * Removed coord clamping from fill_gaps() This should make line making behave as expected when the mouse is outside of canvas boundaries * Drawing is no longer limited by the canvas boundaries his means that, if you have a brush largen than 1px, you can draw on the edges of the canvas. All pixels that are being drawn outside of the canvas will still have no effect. * Use enums instead of strings for tools This could be a slight increase in performance * Fixed line making with Shift and don't let color picker pick colors outside of canvas * Changed Global node variables to arrays for left/right Instead of having 2 variables for left & right nodes, use an array instead. This will help with better looking code, automation and less repetitive code, as seen in ToolButtons.gd. Move related refactoring will follow. * More Global left/right variables became Arrays Global.update_left_custom_brush() and its right counterpart have also now become Global.update_custom_brush(mouse_button : int) * Use Global.Mouse_Button instead of strings for comparison This should be a slight increase in performance * Refactoring perferences dialog (#251) * Added ItemList to themes * Language and theme checkboxes are now radio buttons * Even more Global left/right variables became arrays ColorAndToolOptions has now the same code for left and right tool options, with more similar refactoring coming soon to places like Canvas and DrawingAlgos * Refactored Canvas.gd * Refactored DrawingAlgos.draw_brush(), made draw_pixel() method This also fixes alpha blending and lighting/darkening issues when drawing pixels with mirroring. * Remove draw_pixel(), use draw_pixel_blended() instead * Ignore warnings I don't know what else to do about them, they seem trivial anyway * Use enum instead of strings for Global.theme_type Another potential small performance boost when changing themes. * Use a new Layer class to handle layer information This replaces the old Global.layers nested array mess, and makes the code easier to read and to understand. * Fixed linked cel crash and layer naming * Created a new Cel class, to handle cel information Like the Layer class, it is used in place of Canvas.layers nested array mess. It hasn't been tested thoroughly yet, so there may be crashes. * Fixed issue where if you moved a frame to the start (move left), it was invisible * Added AnimationTag class Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo. Co-authored-by: Igor Santarek <jegor377@gmail.com> Co-authored-by: Kinwailo <lokinwai@gmail.com>
2020-06-02 20:00:18 +03:00
[ext_resource path="res://src/UI/Timeline/FrameTagDialog.tscn" type="PackedScene" id=42]
[sub_resource type="StyleBoxFlat" id=2]
content_margin_left = 4.5
content_margin_right = 4.5
content_margin_top = 3.0
content_margin_bottom = 3.0
bg_color = Color( 0.168627, 0.168627, 0.168627, 1 )
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
expand_margin_bottom = 32.0
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
[sub_resource type="InputEventAction" id=21]
action = "go_to_first_frame"
[sub_resource type="ShortCut" id=4]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
shortcut = SubResource( 21 )
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
[sub_resource type="InputEventAction" id=23]
action = "go_to_previous_frame"
[sub_resource type="ShortCut" id=6]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
shortcut = SubResource( 23 )
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
[sub_resource type="InputEventAction" id=24]
action = "play_backwards"
[sub_resource type="ShortCut" id=8]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
shortcut = SubResource( 24 )
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
[sub_resource type="InputEventAction" id=25]
action = "play_forward"
[sub_resource type="ShortCut" id=10]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
shortcut = SubResource( 25 )
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
[sub_resource type="InputEventAction" id=26]
action = "go_to_next_frame"
[sub_resource type="ShortCut" id=12]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
shortcut = SubResource( 26 )
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
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action = "go_to_last_frame"
[sub_resource type="ShortCut" id=14]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 15:07:51 +03:00
shortcut = SubResource( 22 )
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[sub_resource type="Theme" id=20]
HScrollBar/icons/decrement = null
HScrollBar/icons/decrement_highlight = null
HScrollBar/icons/increment = null
HScrollBar/icons/increment_highlight = null
HScrollBar/styles/grabber = SubResource( 15 )
HScrollBar/styles/grabber_highlight = SubResource( 16 )
HScrollBar/styles/grabber_pressed = SubResource( 17 )
HScrollBar/styles/scroll = SubResource( 18 )
HScrollBar/styles/scroll_focus = SubResource( 19 )
[node name="AnimationTimeline" type="Panel"]
margin_right = 902.0
margin_bottom = 160.0
rect_min_size = Vector2( 36, 160 )
rect_clip_content = true
script = ExtResource( 1 )
[node name="ScrollContainer" type="ScrollContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="TimelineContainer" type="VBoxContainer" parent="ScrollContainer"]
margin_right = 902.0
margin_bottom = 160.0
size_flags_horizontal = 3
size_flags_vertical = 3
__meta__ = {
"_edit_use_anchors_": false
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[node name="TimelineButtons" type="HBoxContainer" parent="ScrollContainer/TimelineContainer"]
margin_right = 902.0
margin_bottom = 38.0
size_flags_horizontal = 3
[node name="LayerButtonPanelContainer" type="PanelContainer" parent="ScrollContainer/TimelineContainer/TimelineButtons"]
margin_right = 217.0
margin_bottom = 38.0
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
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[node name="LayerButtons" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer"]
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margin_top = 3.0
margin_right = 212.5
margin_bottom = 25.0
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[node name="AddLayer" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons" groups=["UIButtons"]]
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[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons/AddLayer"]
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margin_left = -11.0
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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
[node name="AddGroup" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons" groups=["UIButtons"]]
margin_left = 31.0
margin_right = 53.0
margin_bottom = 22.0
rect_min_size = Vector2( 22, 22 )
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
hint_tooltip = "Create a new group layer"
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mouse_default_cursor_shape = 2
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anchor_left = 0.5
anchor_top = 0.5
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margin_left = -11.0
margin_top = -11.0
margin_right = 11.0
margin_bottom = 11.0
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[node name="RemoveLayer" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons" groups=["UIButtons"]]
margin_left = 62.0
margin_right = 84.0
margin_bottom = 22.0
rect_min_size = Vector2( 22, 22 )
hint_tooltip = "Remove current layer"
focus_mode = 0
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[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons/RemoveLayer"]
anchor_left = 0.5
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margin_left = -7.0
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margin_right = 7.0
margin_bottom = 7.0
size_flags_horizontal = 0
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[node name="MoveUpLayer" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons" groups=["UIButtons"]]
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
margin_left = 93.0
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margin_bottom = 22.0
rect_min_size = Vector2( 22, 22 )
hint_tooltip = "Move up the current layer"
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disabled = true
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons/MoveUpLayer"]
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[node name="MoveDownLayer" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons" groups=["UIButtons"]]
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
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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
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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
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[node name="MoveRight" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/FrameButtons" groups=["UIButtons"]]
margin_left = 120.0
margin_top = 2.0
margin_right = 140.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Move the selected frame to the right."
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_horizontal = 0
size_flags_vertical = 4
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/FrameButtons/MoveRight"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -7.5
margin_top = -5.5
margin_right = 7.5
margin_bottom = 5.5
texture = ExtResource( 8 )
[node name="PlaybackButtons" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons"]
margin_left = 180.0
margin_right = 320.0
margin_bottom = 24.0
[node name="FirstFrame" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons" groups=["UIButtons"]]
margin_top = 2.0
margin_right = 20.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Jump to the first frame
(%s)"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
shortcut_in_tooltip = false
shortcut = SubResource( 4 )
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/FirstFrame"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -5.5
margin_top = -6.0
margin_right = 5.5
margin_bottom = 6.0
texture = ExtResource( 21 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="PreviousFrame" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons" groups=["UIButtons"]]
margin_left = 24.0
margin_top = 2.0
margin_right = 44.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Go to the previous frame
(%s)"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
shortcut_in_tooltip = false
shortcut = SubResource( 6 )
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/PreviousFrame"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -5.5
margin_top = -6.0
margin_right = 5.5
margin_bottom = 6.0
texture = ExtResource( 23 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="PlayBackwards" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons" groups=["UIButtons"]]
margin_left = 48.0
margin_top = 2.0
margin_right = 68.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Play the animation backwards (from end to beginning)
(%s)"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
toggle_mode = true
shortcut_in_tooltip = false
shortcut = SubResource( 8 )
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/PlayBackwards"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -4.0
margin_top = -6.0
margin_right = 3.0
margin_bottom = 6.0
texture = ExtResource( 24 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="PlayForward" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons" groups=["UIButtons"]]
margin_left = 72.0
margin_top = 2.0
margin_right = 92.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Play the animation forward (from beginning to end)
(%s)"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_horizontal = 0
size_flags_vertical = 4
toggle_mode = true
shortcut_in_tooltip = false
shortcut = SubResource( 10 )
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/PlayForward"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -3.5
margin_top = -6.0
margin_right = 3.5
margin_bottom = 6.0
texture = ExtResource( 22 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="NextFrame" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons" groups=["UIButtons"]]
margin_left = 96.0
margin_top = 2.0
margin_right = 116.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Go to the next frame
(%s)"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
shortcut_in_tooltip = false
shortcut = SubResource( 12 )
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/NextFrame"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -5.5
margin_top = -6.0
margin_right = 5.5
margin_bottom = 6.0
texture = ExtResource( 26 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="LastFrame" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons" groups=["UIButtons"]]
margin_left = 120.0
margin_top = 2.0
margin_right = 140.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Jump to the last frame
(%s)"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
shortcut_in_tooltip = false
shortcut = SubResource( 14 )
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/LastFrame"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -5.5
margin_top = -6.0
margin_right = 5.5
margin_bottom = 6.0
texture = ExtResource( 25 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="LoopButtons" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons"]
margin_left = 360.0
margin_right = 506.0
margin_bottom = 24.0
[node name="OnionSkinningSettings" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons" groups=["UIButtons"]]
margin_top = 2.0
margin_right = 20.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
2020-03-31 21:27:16 +03:00
hint_tooltip = "Onion Skinning settings"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_horizontal = 0
size_flags_vertical = 4
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons/OnionSkinningSettings"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -7.0
margin_top = -7.0
margin_right = 7.0
margin_bottom = 7.0
size_flags_horizontal = 0
size_flags_vertical = 0
texture = ExtResource( 30 )
__meta__ = {
"_editor_description_": ""
}
[node name="OnionSkinning" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons" groups=["UIButtons"]]
margin_left = 24.0
margin_top = 2.0
margin_right = 44.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
2020-03-31 21:27:16 +03:00
hint_tooltip = "Enable/disable Onion Skinning"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons/OnionSkinning"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -7.0
margin_top = -7.0
margin_right = 7.0
margin_bottom = 7.0
size_flags_horizontal = 0
size_flags_vertical = 0
texture = ExtResource( 29 )
[node name="LoopAnim" type="Button" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons" groups=["UIButtons"]]
margin_left = 48.0
margin_top = 2.0
margin_right = 68.0
margin_bottom = 22.0
rect_min_size = Vector2( 20, 0 )
hint_tooltip = "Cycle loop"
focus_mode = 0
mouse_default_cursor_shape = 2
size_flags_vertical = 4
[node name="TextureRect" type="TextureRect" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons/LoopAnim"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -7.0
margin_top = -7.0
margin_right = 7.0
margin_bottom = 7.0
texture = ExtResource( 31 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="FPSValue" type="SpinBox" parent="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/LoopButtons"]
margin_left = 72.0
margin_right = 146.0
margin_bottom = 24.0
hint_tooltip = "How many frames per second should the animation preview be?
The more FPS, the faster the animation plays."
mouse_default_cursor_shape = 2
size_flags_vertical = 4
min_value = 0.1
step = 0.1
value = 6.0
align = 1
suffix = "FPS"
[node name="OpacityAndTagContainer" type="HBoxContainer" parent="ScrollContainer/TimelineContainer"]
margin_top = 42.0
margin_right = 902.0
margin_bottom = 74.0
custom_constants/separation = 2
[node name="SpacerControl" type="Control" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer"]
margin_right = 4.0
margin_bottom = 32.0
rect_min_size = Vector2( 4, 0 )
[node name="OpacitySlider" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer" instance=ExtResource( 9 )]
margin_left = 6.0
margin_right = 213.0
2022-02-04 17:03:57 +02:00
margin_bottom = 24.0
rect_min_size = Vector2( 207, 24 )
size_flags_horizontal = 1
size_flags_vertical = 0
value = 100.0
prefix = "Opacity:"
[node name="SpacerControl2" type="Control" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer"]
margin_left = 215.0
margin_right = 267.0
2021-06-09 17:17:53 +03:00
margin_bottom = 32.0
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
rect_min_size = Vector2( 52, 32 )
2021-06-09 17:17:53 +03:00
[node name="TagScroll" type="ScrollContainer" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer"]
margin_left = 269.0
margin_right = 902.0
margin_bottom = 32.0
rect_min_size = Vector2( 0, 32 )
mouse_filter = 2
size_flags_horizontal = 3
theme = SubResource( 20 )
scroll_vertical_enabled = false
[node name="HBoxContainer" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer/TagScroll"]
margin_right = 633.0
margin_bottom = 32.0
size_flags_horizontal = 3
size_flags_vertical = 3
custom_constants/separation = 0
[node name="TagSpacer" type="Control" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer/TagScroll/HBoxContainer"]
margin_bottom = 32.0
[node name="TagContainer" type="Control" parent="ScrollContainer/TimelineContainer/OpacityAndTagContainer/TagScroll/HBoxContainer"]
margin_right = 633.0
margin_bottom = 32.0
size_flags_horizontal = 3
[node name="PanelContainer" type="PanelContainer" parent="ScrollContainer/TimelineContainer"]
margin_top = 78.0
margin_right = 902.0
margin_bottom = 160.0
size_flags_vertical = 3
[node name="HBoxContainer" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer"]
margin_left = 7.0
margin_top = 7.0
margin_right = 895.0
margin_bottom = 75.0
custom_constants/separation = -2
[node name="StartSpacer" type="Control" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer"]
margin_bottom = 68.0
[node name="TimelineScroll" type="ScrollContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer"]
margin_left = -2.0
margin_right = 890.0
margin_bottom = 68.0
size_flags_horizontal = 3
[node name="LayersAndFrames" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll"]
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
margin_right = 45.0
margin_bottom = 68.0
size_flags_vertical = 3
[node name="LayerVBoxCont" type="VBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll/LayersAndFrames"]
margin_right = 41.0
margin_bottom = 68.0
[node name="LayerLabel" type="Label" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll/LayersAndFrames/LayerVBoxCont"]
margin_right = 41.0
margin_bottom = 16.0
rect_min_size = Vector2( 0, 16 )
text = "Layers"
align = 1
valign = 1
[node name="LayersContainer" type="VBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll/LayersAndFrames/LayerVBoxCont"]
margin_top = 20.0
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margin_bottom = 20.0
[node name="FrameButtonsAndIds" type="VBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll/LayersAndFrames"]
margin_left = 45.0
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
margin_right = 45.0
margin_bottom = 68.0
[node name="FrameIDs" type="HBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll/LayersAndFrames/FrameButtonsAndIds"]
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
margin_bottom = 16.0
rect_min_size = Vector2( 0, 16 )
[node name="FramesContainer" type="VBoxContainer" parent="ScrollContainer/TimelineContainer/PanelContainer/HBoxContainer/TimelineScroll/LayersAndFrames/FrameButtonsAndIds"]
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
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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
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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
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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
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[connection signal="pressed" from="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons/MoveDownLayer" to="." method="change_layer_order" binds= [ false ]]
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[connection signal="pressed" from="ScrollContainer/TimelineContainer/TimelineButtons/LayerButtonPanelContainer/LayerButtons/MergeDownLayer" to="." method="_on_MergeDownLayer_pressed"]
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[connection signal="pressed" from="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/FrameButtons/DeleteFrame" to="." method="_on_DeleteFrame_pressed"]
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[connection signal="pressed" from="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/FrameButtons/MoveRight" to="." method="_on_MoveRight_pressed"]
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[connection signal="toggled" from="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/PlayForward" to="." method="_on_PlayForward_toggled"]
[connection signal="pressed" from="ScrollContainer/TimelineContainer/TimelineButtons/PanelContainer/AnimationButtons/PlaybackButtons/NextFrame" to="." method="_on_NextFrame_pressed"]
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[connection signal="value_changed" from="ScrollContainer/TimelineContainer/OpacityAndTagContainer/OpacitySlider" to="." method="_on_OpacitySlider_value_changed"]
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