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Pixelorama/src/UI/Timeline/AnimationTimeline.gd

761 lines
27 KiB
GDScript3
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extends Panel
var is_animation_running := false
var animation_loop := 1 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
var animation_forward := true
var first_frame := 0
var last_frame := 0
var is_mouse_hover := false
var cel_size := 36 setget cel_size_changed
var min_cel_size := 36
var max_cel_size := 144
var past_above_canvas := true
var future_above_canvas := true
var timeline_scroll: ScrollContainer
var tag_scroll_container: ScrollContainer
var fps_spinbox: SpinBox
onready var onion_skinning_button: BaseButton = find_node("OnionSkinning")
onready var loop_animation_button: BaseButton = find_node("LoopAnim")
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func _ready() -> void:
timeline_scroll = find_node("TimelineScroll")
tag_scroll_container = find_node("TagScroll")
fps_spinbox = find_node("FPSValue")
timeline_scroll.get_h_scrollbar().connect("value_changed", self, "_h_scroll_changed")
Global.animation_timer.wait_time = 1 / Global.current_project.fps
fps_spinbox.value = Global.current_project.fps
func _input(event: InputEvent) -> void:
var mouse_pos := get_global_mouse_position()
var timeline_rect := Rect2(rect_global_position, rect_size)
if timeline_rect.has_point(mouse_pos):
if Input.is_key_pressed(KEY_CONTROL):
self.cel_size += (
2 * int(event.is_action("zoom_in"))
- 2 * int(event.is_action("zoom_out"))
)
func _h_scroll_changed(value: float) -> void:
# Let the main timeline ScrollContainer affect the tag ScrollContainer too
tag_scroll_container.get_child(0).rect_min_size.x = (
timeline_scroll.get_child(0).rect_size.x
- 212
)
tag_scroll_container.scroll_horizontal = value
func cel_size_changed(value: int) -> void:
cel_size = clamp(value, min_cel_size, max_cel_size)
for layer_button in Global.layers_container.get_children():
layer_button.rect_min_size.y = cel_size
layer_button.rect_size.y = cel_size
for layer in Global.current_project.layers:
for cel_button in layer.frame_container.get_children():
cel_button.rect_min_size.x = cel_size
cel_button.rect_min_size.y = cel_size
cel_button.rect_size.x = cel_size
cel_button.rect_size.y = cel_size
for frame_id in Global.frame_ids.get_children():
frame_id.rect_min_size.x = cel_size
frame_id.rect_size.x = cel_size
for tag_c in Global.tag_container.get_children():
var tag_base_size = cel_size + 4
var tag: AnimationTag = tag_c.tag
# Added 1 to answer to get starting position of next cel
tag_c.rect_position.x = (tag.from - 1) * tag_base_size + 1
var tag_size: int = tag.to - tag.from
# We dont need the 4 pixels at the end of last cel
tag_c.rect_min_size.x = (tag_size + 1) * tag_base_size - 4
# We dont need the 4 pixels at the end of last cel
tag_c.rect_size.x = (tag_size + 1) * tag_base_size - 4
tag_c.get_node("Line2D").points[2] = Vector2(tag_c.rect_min_size.x, 0)
tag_c.get_node("Line2D").points[3] = Vector2(tag_c.rect_min_size.x, 32)
func add_frame() -> void:
var frame: Frame = Global.canvas.new_empty_frame()
var new_frames: Array = Global.current_project.frames.duplicate()
var new_layers: Array = Global.current_project.layers.duplicate()
new_frames.insert(Global.current_project.current_frame + 1, frame)
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(
new_layers[i].name,
new_layers[i].visible,
new_layers[i].locked,
new_layers[i].frame_container,
new_layers[i].new_cels_linked,
new_linked_cels
)
for l_i in range(new_layers.size()):
if new_layers[l_i].new_cels_linked: # If the link button is pressed
new_layers[l_i].linked_cels.append(frame)
frame.cels[l_i].image = new_layers[l_i].linked_cels[0].cels[l_i].image
frame.cels[l_i].image_texture = new_layers[l_i].linked_cels[0].cels[l_i].image_texture
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Add Frame")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_frame", Global.current_project.current_frame + 1
)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "frames", Global.current_project.frames
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_frame", Global.current_project.current_frame
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.commit_action()
func _on_DeleteFrame_pressed(frame := -1) -> void:
delete_frame(frame)
func delete_frame(frame := -1) -> void:
if Global.current_project.frames.size() == 1:
return
if frame == -1:
frame = Global.current_project.current_frame
var frame_to_delete: Frame = Global.current_project.frames[frame]
var new_frames: Array = Global.current_project.frames.duplicate()
new_frames.erase(frame_to_delete)
var current_frame := Global.current_project.current_frame
if current_frame > 0 && current_frame == new_frames.size(): # If it's the last frame
current_frame -= 1
var new_animation_tags := Global.current_project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(
new_animation_tags[i].name,
new_animation_tags[i].color,
new_animation_tags[i].from,
new_animation_tags[i].to
)
# Loop through the tags to see if the frame is in one
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for tag in new_animation_tags:
if frame + 1 >= tag.from && frame + 1 <= tag.to:
if tag.from == tag.to: # If we're deleting the only frame in the tag
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new_animation_tags.erase(tag)
else:
tag.to -= 1
elif frame + 1 < tag.from:
tag.from -= 1
tag.to -= 1
# Check if one of the cels of the frame is linked
# if they are, unlink them too
# this prevents removed cels being kept in linked memory
var new_layers: Array = Global.current_project.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(
new_layers[i].name,
new_layers[i].visible,
new_layers[i].locked,
new_layers[i].frame_container,
new_layers[i].new_cels_linked,
new_linked_cels
)
for layer in new_layers:
for linked in layer.linked_cels:
if linked == Global.current_project.frames[frame]:
layer.linked_cels.erase(linked)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Remove Frame")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_frame", current_frame
)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "animation_tags", new_animation_tags
)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "frames", Global.current_project.frames
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_frame", Global.current_project.current_frame
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "animation_tags", Global.current_project.animation_tags
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.commit_action()
func _on_CopyFrame_pressed(frame := -1) -> void:
copy_frame(frame)
func copy_frame(frame := -1) -> void:
Global.canvas.selection.transform_content_confirm()
if frame == -1:
frame = Global.current_project.current_frame
var new_frame := Frame.new()
var new_frames := Global.current_project.frames.duplicate()
var new_layers: Array = Global.current_project.layers.duplicate()
new_frames.insert(frame + 1, new_frame)
for cel in Global.current_project.frames[frame].cels: # Copy every cel
var sprite := Image.new()
sprite.copy_from(cel.image)
var sprite_texture := ImageTexture.new()
sprite_texture.create_from_image(sprite, 0)
new_frame.cels.append(Cel.new(sprite, cel.opacity, sprite_texture))
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(
new_layers[i].name,
new_layers[i].visible,
new_layers[i].locked,
new_layers[i].frame_container,
new_layers[i].new_cels_linked,
new_linked_cels
)
for l_i in range(new_layers.size()):
if new_layers[l_i].new_cels_linked: # If the link button is pressed
new_layers[l_i].linked_cels.append(new_frame)
new_frame.cels[l_i].image = new_layers[l_i].linked_cels[0].cels[l_i].image
new_frame.cels[l_i].image_texture = new_layers[l_i].linked_cels[0].cels[l_i].image_texture
var new_animation_tags := Global.current_project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(
new_animation_tags[i].name,
new_animation_tags[i].color,
new_animation_tags[i].from,
new_animation_tags[i].to
)
# Loop through the tags to see if the frame is in one
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for tag in new_animation_tags:
if frame + 1 >= tag.from && frame + 1 <= tag.to:
tag.to += 1
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Add Frame")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_frame", frame + 1
)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "animation_tags", new_animation_tags
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "frames", Global.current_project.frames
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_frame", frame
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "animation_tags", Global.current_project.animation_tags
)
Global.current_project.undo_redo.commit_action()
func _on_FrameTagButton_pressed() -> void:
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find_node("FrameTagDialog").popup_centered()
func _on_MoveLeft_pressed() -> void:
var frame: int = Global.current_project.current_frame
if frame == 0:
return
Global.frame_ids.get_child(frame).change_frame_order(-1)
func _on_MoveRight_pressed() -> void:
var frame: int = Global.current_project.current_frame
if frame == last_frame:
return
Global.frame_ids.get_child(frame).change_frame_order(1)
func _on_OnionSkinning_pressed() -> void:
Global.onion_skinning = !Global.onion_skinning
Global.canvas.refresh_onion()
var texture_button: TextureRect = onion_skinning_button.get_child(0)
if Global.onion_skinning:
Global.change_button_texturerect(texture_button, "onion_skinning.png")
else:
Global.change_button_texturerect(texture_button, "onion_skinning_off.png")
func _on_OnionSkinningSettings_pressed() -> void:
$OnionSkinningSettings.popup(
Rect2(
onion_skinning_button.rect_global_position.x - $OnionSkinningSettings.rect_size.x - 16,
onion_skinning_button.rect_global_position.y - 106,
136,
126
)
)
func _on_LoopAnim_pressed() -> void:
var texture_button: TextureRect = loop_animation_button.get_child(0)
match animation_loop:
0: # Make it loop
animation_loop = 1
Global.change_button_texturerect(texture_button, "loop.png")
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loop_animation_button.hint_tooltip = "Cycle loop"
1: # Make it ping-pong
animation_loop = 2
Global.change_button_texturerect(texture_button, "loop_pingpong.png")
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loop_animation_button.hint_tooltip = "Ping-pong loop"
2: # Make it stop
animation_loop = 0
Global.change_button_texturerect(texture_button, "loop_none.png")
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loop_animation_button.hint_tooltip = "No loop"
func _on_PlayForward_toggled(button_pressed: bool) -> void:
if button_pressed:
Global.change_button_texturerect(Global.play_forward.get_child(0), "pause.png")
else:
Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png")
play_animation(button_pressed, true)
func _on_PlayBackwards_toggled(button_pressed: bool) -> void:
if button_pressed:
Global.change_button_texturerect(Global.play_backwards.get_child(0), "pause.png")
else:
Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png")
play_animation(button_pressed, false)
func _on_AnimationTimer_timeout() -> void:
if first_frame == last_frame:
$AnimationTimer.stop()
return
Global.canvas.selection.transform_content_confirm()
var fps = Global.current_project.fps
if animation_forward:
if Global.current_project.current_frame < last_frame:
Global.current_project.selected_cels.clear()
Global.current_project.current_frame += 1
Global.animation_timer.wait_time = (
Global.current_project.frames[Global.current_project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start() # Change the frame, change the wait time and start a cycle
else:
match animation_loop:
0: # No loop
Global.play_forward.pressed = false
Global.play_backwards.pressed = false
Global.animation_timer.stop()
is_animation_running = false
1: # Cycle loop
Global.current_project.selected_cels.clear()
Global.current_project.current_frame = first_frame
Global.animation_timer.wait_time = (
Global.current_project.frames[Global.current_project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start()
2: # Ping pong loop
animation_forward = false
_on_AnimationTimer_timeout()
else:
if Global.current_project.current_frame > first_frame:
Global.current_project.selected_cels.clear()
Global.current_project.current_frame -= 1
Global.animation_timer.wait_time = (
Global.current_project.frames[Global.current_project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start()
else:
match animation_loop:
0: # No loop
Global.play_backwards.pressed = false
Global.play_forward.pressed = false
Global.animation_timer.stop()
is_animation_running = false
1: # Cycle loop
Global.current_project.selected_cels.clear()
Global.current_project.current_frame = last_frame
Global.animation_timer.wait_time = (
Global.current_project.frames[Global.current_project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start()
2: # Ping pong loop
animation_forward = true
_on_AnimationTimer_timeout()
func play_animation(play: bool, forward_dir: bool) -> void:
first_frame = 0
last_frame = Global.current_project.frames.size() - 1
if Global.play_only_tags:
for tag in Global.current_project.animation_tags:
if (
Global.current_project.current_frame + 1 >= tag.from
&& Global.current_project.current_frame + 1 <= tag.to
):
first_frame = tag.from - 1
last_frame = min(Global.current_project.frames.size() - 1, tag.to - 1)
if first_frame == last_frame:
if forward_dir:
Global.play_forward.pressed = false
else:
Global.play_backwards.pressed = false
return
if forward_dir:
Global.play_backwards.disconnect("toggled", self, "_on_PlayBackwards_toggled")
Global.play_backwards.pressed = false
Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png")
Global.play_backwards.connect("toggled", self, "_on_PlayBackwards_toggled")
else:
Global.play_forward.disconnect("toggled", self, "_on_PlayForward_toggled")
Global.play_forward.pressed = false
Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png")
Global.play_forward.connect("toggled", self, "_on_PlayForward_toggled")
if play:
Global.animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing
var duration: float = Global.current_project.frames[Global.current_project.current_frame].duration
var fps = Global.current_project.fps
Global.animation_timer.wait_time = duration * (1 / fps)
Global.animation_timer.start()
animation_forward = forward_dir
else:
Global.animation_timer.stop()
is_animation_running = play
func _on_NextFrame_pressed() -> void:
Global.canvas.selection.transform_content_confirm()
Global.current_project.selected_cels.clear()
if Global.current_project.current_frame < Global.current_project.frames.size() - 1:
Global.current_project.current_frame += 1
func _on_PreviousFrame_pressed() -> void:
Global.canvas.selection.transform_content_confirm()
Global.current_project.selected_cels.clear()
if Global.current_project.current_frame > 0:
Global.current_project.current_frame -= 1
func _on_LastFrame_pressed() -> void:
Global.canvas.selection.transform_content_confirm()
Global.current_project.selected_cels.clear()
Global.current_project.current_frame = Global.current_project.frames.size() - 1
func _on_FirstFrame_pressed() -> void:
Global.canvas.selection.transform_content_confirm()
Global.current_project.selected_cels.clear()
Global.current_project.current_frame = 0
func _on_FPSValue_value_changed(value: float) -> void:
Global.current_project.fps = float(value)
Global.animation_timer.wait_time = 1 / Global.current_project.fps
func _on_PastOnionSkinning_value_changed(value: float) -> void:
Global.onion_skinning_past_rate = int(value)
Global.canvas.update()
func _on_FutureOnionSkinning_value_changed(value: float) -> void:
Global.onion_skinning_future_rate = int(value)
Global.canvas.update()
func _on_BlueRedMode_toggled(button_pressed: bool) -> void:
Global.onion_skinning_blue_red = button_pressed
Global.canvas.update()
func _on_PastPlacement_item_selected(index: int) -> void:
past_above_canvas = (index == 0)
Global.canvas.get_node("OnionPast").set("show_behind_parent", !past_above_canvas)
func _on_FuturePlacement_item_selected(index: int) -> void:
future_above_canvas = (index == 0)
Global.canvas.get_node("OnionFuture").set("show_behind_parent", !future_above_canvas)
# Layer buttons
func add_layer(is_new := true) -> void:
Global.canvas.selection.transform_content_confirm()
var new_layers: Array = Global.current_project.layers.duplicate()
var l := Layer.new()
if !is_new: # Clone layer
l.name = (
Global.current_project.layers[Global.current_project.current_layer].name
+ " ("
+ tr("copy")
+ ")"
)
new_layers.append(l)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Add Layer")
for f in Global.current_project.frames:
var new_layer := Image.new()
if is_new:
new_layer.create(
Global.current_project.size.x,
Global.current_project.size.y,
false,
Image.FORMAT_RGBA8
)
else: # Clone layer
new_layer.copy_from(f.cels[Global.current_project.current_layer].image)
var new_cels: Array = f.cels.duplicate()
new_cels.append(Cel.new(new_layer, 1))
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_layer", Global.current_project.layers.size()
)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_layer", Global.current_project.current_layer
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func _on_RemoveLayer_pressed() -> void:
if Global.current_project.layers.size() == 1:
return
var new_layers: Array = Global.current_project.layers.duplicate()
new_layers.remove(Global.current_project.current_layer)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Remove Layer")
if Global.current_project.current_layer > 0:
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_layer", Global.current_project.current_layer - 1
)
else:
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_layer", Global.current_project.current_layer
)
for f in Global.current_project.frames:
var new_cels: Array = f.cels.duplicate()
new_cels.remove(Global.current_project.current_layer)
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_layer", Global.current_project.current_layer
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.commit_action()
func change_layer_order(rate: int) -> void:
var change = Global.current_project.current_layer + rate
var new_layers: Array = Global.current_project.layers.duplicate()
var temp = new_layers[Global.current_project.current_layer]
new_layers[Global.current_project.current_layer] = new_layers[change]
new_layers[change] = temp
Global.current_project.undo_redo.create_action("Change Layer Order")
for f in Global.current_project.frames:
var new_cels: Array = f.cels.duplicate()
var temp_canvas = new_cels[Global.current_project.current_layer]
new_cels[Global.current_project.current_layer] = new_cels[change]
new_cels[change] = temp_canvas
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_layer", change
)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_layer", Global.current_project.current_layer
)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func _on_MergeDownLayer_pressed() -> void:
var new_layers: Array = Global.current_project.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(
new_layers[i].name,
new_layers[i].visible,
new_layers[i].locked,
new_layers[i].frame_container,
new_layers[i].new_cels_linked,
new_linked_cels
)
Global.current_project.undos += 1
Global.current_project.undo_redo.create_action("Merge Layer")
for f in Global.current_project.frames:
var new_cels: Array = f.cels.duplicate()
for i in new_cels.size():
new_cels[i] = Cel.new(new_cels[i].image, new_cels[i].opacity)
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var selected_layer := Image.new()
selected_layer.copy_from(new_cels[Global.current_project.current_layer].image)
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selected_layer.lock()
if f.cels[Global.current_project.current_layer].opacity < 1: # If we have layer transparency
for xx in selected_layer.get_size().x:
for yy in selected_layer.get_size().y:
var pixel_color: Color = selected_layer.get_pixel(xx, yy)
var alpha: float = (
pixel_color.a
* f.cels[Global.current_project.current_layer].opacity
)
selected_layer.set_pixel(
xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)
)
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selected_layer.unlock()
var new_layer := Image.new()
new_layer.copy_from(f.cels[Global.current_project.current_layer - 1].image)
new_layer.blend_rect(
selected_layer, Rect2(Vector2.ZERO, Global.current_project.size), Vector2.ZERO
)
new_cels.remove(Global.current_project.current_layer)
if (
!selected_layer.is_invisible()
and (
Global.current_project.layers[Global.current_project.current_layer - 1].linked_cels.size()
> 1
)
and (
f
in Global.current_project.layers[(
Global.current_project.current_layer
- 1
)].linked_cels
)
):
new_layers[Global.current_project.current_layer - 1].linked_cels.erase(f)
new_cels[Global.current_project.current_layer - 1].image = new_layer
else:
Global.current_project.undo_redo.add_do_property(
f.cels[Global.current_project.current_layer - 1].image, "data", new_layer.data
)
Global.current_project.undo_redo.add_undo_property(
f.cels[Global.current_project.current_layer - 1].image,
"data",
f.cels[Global.current_project.current_layer - 1].image.data
)
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
new_layers.remove(Global.current_project.current_layer)
Global.current_project.undo_redo.add_do_property(
Global.current_project, "current_layer", Global.current_project.current_layer - 1
)
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "layers", Global.current_project.layers
)
Global.current_project.undo_redo.add_undo_property(
Global.current_project, "current_layer", Global.current_project.current_layer
)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func _on_OpacitySlider_value_changed(value) -> void:
var current_frame: Frame = Global.current_project.frames[Global.current_project.current_frame]
var cel: Cel = current_frame.cels[Global.current_project.current_layer]
cel.opacity = value / 100
Global.layer_opacity_slider.value = value
Global.layer_opacity_spinbox.value = value
Global.canvas.update()
func _on_OnionSkinningSettings_popup_hide() -> void:
Global.can_draw = true