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Pixelorama/src/UI/Timeline/LayerButton.gd

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GDScript3
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class_name LayerButton
extends Button
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var i := 0
var visibility_button : BaseButton
var lock_button : BaseButton
var linked_button : BaseButton
var label : Label
var line_edit : LineEdit
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func _ready() -> void:
rect_min_size.y = Global.animation_timeline.cel_size
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visibility_button = find_node("VisibilityButton")
lock_button = find_node("LockButton")
linked_button = find_node("LinkButton")
label = find_node("Label")
line_edit = find_node("LineEdit")
var layer_buttons = find_node("LayerButtons")
for child in layer_buttons.get_children():
var texture = child.get_child(0)
var last_backslash = texture.texture.resource_path.get_base_dir().find_last("/")
var button_category = texture.texture.resource_path.get_base_dir().right(last_backslash + 1)
var normal_file_name = texture.texture.resource_path.get_file()
texture.texture = load("res://assets/graphics/%s/%s" % [button_category, normal_file_name])
texture.modulate = Global.modulate_icon_color
if Global.current_project.layers[i].visible:
Global.change_button_texturerect(visibility_button.get_child(0), "layer_visible.png")
else:
Global.change_button_texturerect(visibility_button.get_child(0), "layer_invisible.png")
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if Global.current_project.layers[i].locked:
Global.change_button_texturerect(lock_button.get_child(0), "lock.png")
else:
Global.change_button_texturerect(lock_button.get_child(0), "unlock.png")
if Global.current_project.layers[i].new_cels_linked: # If new layers will be linked
Global.change_button_texturerect(linked_button.get_child(0), "linked_layer.png")
else:
Global.change_button_texturerect(linked_button.get_child(0), "unlinked_layer.png")
func _input(event : InputEvent) -> void:
if (event.is_action_released("ui_accept") or event.is_action_released("ui_cancel")) and line_edit.visible and event.scancode != KEY_SPACE:
save_layer_name(line_edit.text)
func _on_LayerContainer_pressed() -> void:
pressed = !pressed
label.visible = false
line_edit.visible = true
line_edit.editable = true
line_edit.grab_focus()
func _on_LineEdit_focus_exited() -> void:
save_layer_name(line_edit.text)
func save_layer_name(new_name : String) -> void:
label.visible = true
line_edit.visible = false
line_edit.editable = false
label.text = new_name
Global.layers_changed_skip = true
Global.current_project.layers[i].name = new_name
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func _on_VisibilityButton_pressed() -> void:
Global.current_project.layers[i].visible = !Global.current_project.layers[i].visible
Global.canvas.update()
func _on_LockButton_pressed() -> void:
Global.current_project.layers[i].locked = !Global.current_project.layers[i].locked
func _on_LinkButton_pressed() -> void:
Global.current_project.layers[i].new_cels_linked = !Global.current_project.layers[i].new_cels_linked
if Global.current_project.layers[i].new_cels_linked && !Global.current_project.layers[i].linked_cels:
# If button is pressed and there are no linked cels in the layer
Global.current_project.layers[i].linked_cels.append(Global.current_project.frames[Global.current_project.current_frame])
Global.current_project.layers[i].frame_container.get_child(Global.current_project.current_frame)._ready()