mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-31 07:29:49 +00:00
Put frame duration as a member of the Frame class
Instead of having a frame_duration[] array in the Project class. This makes the code much more readable and understandable, using less lines of code and, by avoiding an extra array, we also avoid potential out-of-bound array crashes. The functionality for the user has not changed, and by testing so far I didn't find any issues.
This commit is contained in:
parent
329f4edc5c
commit
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@ -216,16 +216,16 @@ func export_gif(args: Dictionary) -> void:
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match direction:
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AnimationDirection.FORWARD:
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for i in range(processed_images.size()):
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write_frame_to_gif(processed_images[i], Global.current_project.frame_duration[i] * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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write_frame_to_gif(processed_images[i], Global.current_project.frames[i].duration * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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AnimationDirection.BACKWARDS:
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for i in range(processed_images.size() - 1, -1, -1):
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write_frame_to_gif(processed_images[i], Global.current_project.frame_duration[i] * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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write_frame_to_gif(processed_images[i], Global.current_project.frames[i].duration * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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AnimationDirection.PING_PONG:
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export_progress_fraction = 100 / (processed_images.size() * 2)
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for i in range(0, processed_images.size()):
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write_frame_to_gif(processed_images[i], Global.current_project.frame_duration[i] * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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write_frame_to_gif(processed_images[i], Global.current_project.frames[i].duration * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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for i in range(processed_images.size() - 2, 0, -1):
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write_frame_to_gif(processed_images[i], Global.current_project.frame_duration[i] * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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write_frame_to_gif(processed_images[i], Global.current_project.frames[i].duration * (1 / Global.animation_timeline.fps), exporter, args["export_dialog"])
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if OS.get_name() == "HTML5":
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Html5FileExchange.save_gif(exporter.export_file_data(), args["export_paths"][0])
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@ -218,8 +218,6 @@ func open_old_pxo_file(file : File, new_project : Project, first_line : String)
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new_project.size = Vector2(width, height)
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new_project.frames.append(frame_class)
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if frame >= new_project.frame_duration.size():
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new_project.frame_duration.append(1)
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frame_line = file.get_line()
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frame += 1
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@ -386,7 +384,6 @@ func open_image_as_spritesheet(path : String, image : Image, horizontal : int, v
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frame.cels.append(Cel.new(empty_sprite, 1))
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project.frames.append(frame)
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project.frame_duration.append(1)
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set_new_tab(project, path)
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@ -395,7 +392,6 @@ func open_image_as_new_frame(image : Image, layer_index := 0) -> void:
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var project = Global.current_project
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image.crop(project.size.x, project.size.y)
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var new_frames : Array = project.frames.duplicate()
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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var frame := Frame.new()
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for i in project.layers.size():
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@ -410,7 +406,6 @@ func open_image_as_new_frame(image : Image, layer_index := 0) -> void:
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frame.cels.append(Cel.new(empty_image, 1))
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new_frames.append(frame)
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frame_duration.append(1)
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project.undos += 1
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project.undo_redo.create_action("Add Frame")
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@ -420,12 +415,10 @@ func open_image_as_new_frame(image : Image, layer_index := 0) -> void:
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project.undo_redo.add_do_property(project, "frames", new_frames)
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project.undo_redo.add_do_property(project, "current_frame", new_frames.size() - 1)
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project.undo_redo.add_do_property(project, "current_layer", layer_index)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration) # Add an 1 in the list of frame_duration
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project.undo_redo.add_undo_property(project, "frames", project.frames)
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project.undo_redo.add_undo_property(project, "current_frame", project.current_frame)
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project.undo_redo.add_undo_property(project, "current_layer", project.current_layer)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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project.undo_redo.commit_action()
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@ -4,7 +4,9 @@ class_name Frame extends Reference
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var cels : Array # An array of Cels
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var duration := 1.0
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func _init(_cels := []) -> void:
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func _init(_cels := [], _duration := 1.0) -> void:
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cels = _cels
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duration = _duration
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@ -9,7 +9,6 @@ var tile_mode : int = Global.Tile_Mode.NONE
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var undos := 0 # The number of times we added undo properties
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var has_changed := false setget has_changed_changed
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var frames := [] setget frames_changed # Array of Frames (that contain Cels)
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var frame_duration := []
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var layers := [] setget layers_changed # Array of Layers
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var current_frame := 0 setget frame_changed
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var current_layer := 0 setget layer_changed
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@ -41,7 +40,6 @@ func _init(_frames := [], _name := tr("untitled"), _size := Vector2(64, 64)) ->
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frames = _frames
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name = _name
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size = _size
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frame_duration.append(1)
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select_all_pixels()
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undo_redo = UndoRedo.new()
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@ -259,7 +257,8 @@ func serialize() -> Dictionary:
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# "image_data" : cel.image.get_data()
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})
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frame_data.append({
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"cels" : cel_data
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"cels" : cel_data,
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"duration" : frame.duration
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})
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var brush_data := []
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for brush in brushes:
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@ -283,7 +282,6 @@ func serialize() -> Dictionary:
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"export_directory_path" : directory_path,
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"export_file_name" : file_name,
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"export_file_format" : file_format,
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"frame_duration" : frame_duration,
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}
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return project_data
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@ -299,11 +297,20 @@ func deserialize(dict : Dictionary) -> void:
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if dict.has("save_path"):
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OpenSave.current_save_paths[Global.projects.find(self)] = dict.save_path
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if dict.has("frames"):
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var frame_i := 0
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for frame in dict.frames:
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var cels := []
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for cel in frame.cels:
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cels.append(Cel.new(Image.new(), cel.opacity))
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frames.append(Frame.new(cels))
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var duration := 1.0
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if frame.has("duration"):
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duration = frame.duration
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elif dict.has("frame_duration"):
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duration = dict.frame_duration[frame_i]
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frames.append(Frame.new(cels, duration))
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frame_i += 1
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if dict.has("layers"):
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var layer_i := 0
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for saved_layer in dict.layers:
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@ -345,13 +352,6 @@ func deserialize(dict : Dictionary) -> void:
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file_name = dict.export_file_name
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if dict.has("export_file_format"):
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file_format = dict.export_file_format
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if dict.has("frame_duration"):
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frame_duration = dict.frame_duration
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else:
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for i in frames.size():
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if i < frame_duration.size():
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continue
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frame_duration.append(1)
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func name_changed(value : String) -> void:
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@ -9,7 +9,7 @@ func _draw() -> void:
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if frame >= current_project.frames.size():
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frame = current_project.current_frame
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$AnimationTimer.wait_time = current_project.frame_duration[frame] * (1 / Global.animation_timeline.fps)
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$AnimationTimer.wait_time = current_project.frames[frame].duration * (1 / Global.animation_timeline.fps)
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if animation_timer.is_stopped():
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frame = current_project.current_frame
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@ -30,6 +30,6 @@ func _on_AnimationTimer_timeout() -> void:
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frame = 0
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$AnimationTimer.set_one_shot(true)
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$AnimationTimer.wait_time = Global.current_project.frame_duration[frame] * (1 / Global.animation_timeline.fps)
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$AnimationTimer.wait_time = Global.current_project.frames[frame].duration * (1 / Global.animation_timeline.fps)
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$AnimationTimer.start()
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update()
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@ -149,7 +149,7 @@ func add_animated_preview() -> void:
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previews.add_child(container)
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frame_timer.set_one_shot(true) #The wait_time it can't change correctly if it is playing
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frame_timer.wait_time = Global.current_project.frame_duration[animated_preview_current_frame] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[animated_preview_current_frame].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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@ -363,14 +363,14 @@ func _on_FrameTimer_timeout() -> void:
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animated_preview_current_frame = 0
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else:
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animated_preview_current_frame += 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame - 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame - 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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Export.AnimationDirection.BACKWARDS:
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if animated_preview_current_frame == 0:
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animated_preview_current_frame = Export.processed_images.size() - 1
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else:
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animated_preview_current_frame -= 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame + 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame + 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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Export.AnimationDirection.PING_PONG:
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match pingpong_direction:
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@ -382,7 +382,7 @@ func _on_FrameTimer_timeout() -> void:
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animated_preview_current_frame = 0
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else:
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animated_preview_current_frame += 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame - 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame - 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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Export.AnimationDirection.BACKWARDS:
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if animated_preview_current_frame == 0:
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@ -392,7 +392,7 @@ func _on_FrameTimer_timeout() -> void:
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pingpong_direction = Export.AnimationDirection.FORWARD
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else:
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animated_preview_current_frame -= 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame + 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame + 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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@ -24,11 +24,9 @@ func _h_scroll_changed(value : float) -> void:
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func add_frame() -> void:
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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var frame : Frame = Global.canvas.new_empty_frame()
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var new_frames : Array = Global.current_project.frames.duplicate()
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var new_layers : Array = Global.current_project.layers.duplicate()
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frame_duration.insert(Global.current_project.current_frame + 1, 1)
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new_frames.insert(Global.current_project.current_frame + 1, frame)
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# Loop through the array to create new classes for each element, so that they
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# won't be the same as the original array's classes. Needed for undo/redo to work properly.
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@ -50,12 +48,10 @@ func add_frame() -> void:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", Global.current_project.current_frame + 1)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration) # Add an 1 in the list of frame_duration
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame )
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.commit_action()
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@ -65,8 +61,6 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
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if frame == -1:
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frame = Global.current_project.current_frame
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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frame_duration.remove(frame)
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var frame_to_delete : Frame = Global.current_project.frames[frame]
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var new_frames : Array = Global.current_project.frames.duplicate()
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new_frames.erase(frame_to_delete)
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@ -113,13 +107,11 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", current_frame)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration) #Remove the element of the list of the frame selected
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.add_do_method(Global, "redo")
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Global.current_project.undo_redo.add_undo_method(Global, "undo")
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@ -131,8 +123,6 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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frame = Global.current_project.current_frame
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var new_frame := Frame.new()
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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frame_duration.insert(frame + 1, 1)
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var new_frames := Global.current_project.frames.duplicate()
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new_frames.insert(frame + 1, new_frame)
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@ -161,7 +151,6 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", frame + 1)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration)
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for i in range(Global.current_project.layers.size()):
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for child in Global.current_project.layers[i].frame_container.get_children():
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Global.current_project.undo_redo.add_do_property(child, "pressed", false)
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@ -170,7 +159,6 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", frame)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.commit_action()
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@ -245,8 +233,8 @@ func _on_AnimationTimer_timeout() -> void:
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if animation_forward:
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if Global.current_project.current_frame < last_frame:
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Global.current_project.current_frame += 1
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.start() #Change the frame, change the wait time and start a cycle, this is the best way to do it
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start() # Change the frame, change the wait time and start a cycle, this is the best way to do it
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else:
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match animation_loop:
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0: # No loop
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@ -255,7 +243,7 @@ func _on_AnimationTimer_timeout() -> void:
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Global.animation_timer.stop()
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1: # Cycle loop
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Global.current_project.current_frame = first_frame
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start()
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2: # Ping pong loop
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animation_forward = false
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@ -264,7 +252,7 @@ func _on_AnimationTimer_timeout() -> void:
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else:
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if Global.current_project.current_frame > first_frame:
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Global.current_project.current_frame -= 1
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start()
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else:
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match animation_loop:
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@ -274,7 +262,7 @@ func _on_AnimationTimer_timeout() -> void:
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Global.animation_timer.stop()
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1: # Cycle loop
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Global.current_project.current_frame = last_frame
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start()
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2: # Ping pong loop
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animation_forward = true
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@ -309,8 +297,9 @@ func play_animation(play : bool, forward_dir : bool) -> void:
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Global.play_forward.connect("toggled", self, "_on_PlayForward_toggled")
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if play:
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Global.animation_timer.set_one_shot(true) #The wait_time it can't change correctly if it is playing
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1 / fps)
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Global.animation_timer.set_one_shot(true) # The wait_time can't change correctly if it is playing
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var duration : float = Global.current_project.frames[Global.current_project.current_frame].duration
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Global.animation_timer.wait_time = duration * (1 / fps)
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Global.animation_timer.start()
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animation_forward = forward_dir
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else:
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|
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@ -105,18 +105,10 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
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Global.frame_properties.popup_centered()
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Global.dialog_open(true)
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Global.frame_properties.set_frame_label(frame)
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Global.frame_properties.set_frame_dur(Global.current_project.frame_duration[frame])
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Global.frame_properties.set_frame_dur(Global.current_project.frames[frame].duration)
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||||
|
||||
func change_frame_order(rate : int) -> void:
|
||||
var change = frame + rate
|
||||
var frame_duration : Array = Global.current_project.frame_duration.duplicate()
|
||||
if rate > 0: #There is no function in the class Array in godot to make this quickly and this is the fastest way to swap positions I think of
|
||||
frame_duration.insert(change + 1, frame_duration[frame])
|
||||
frame_duration.remove(frame)
|
||||
else:
|
||||
frame_duration.insert(change, frame_duration[frame])
|
||||
frame_duration.remove(frame + 1)
|
||||
|
||||
var new_frames : Array = Global.current_project.frames.duplicate()
|
||||
var temp = new_frames[frame]
|
||||
new_frames[frame] = new_frames[change]
|
||||
|
@ -124,14 +116,12 @@ func change_frame_order(rate : int) -> void:
|
|||
|
||||
Global.current_project.undo_redo.create_action("Change Frame Order")
|
||||
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, "frame_duration", frame_duration)
|
||||
|
||||
if Global.current_project.current_frame == frame:
|
||||
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", change)
|
||||
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, "frames", Global.current_project.frames)
|
||||
Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
|
||||
|
||||
Global.current_project.undo_redo.add_undo_method(Global, "undo")
|
||||
Global.current_project.undo_redo.add_do_method(Global, "redo")
|
||||
|
|
|
@ -13,16 +13,16 @@ func _on_FrameProperties_popup_hide() -> void:
|
|||
Global.dialog_open(false)
|
||||
|
||||
func _on_FrameProperties_confirmed():
|
||||
var frame : int = int(frame_num.get_text())
|
||||
var frame : int = int(frame_num.get_text()) - 1
|
||||
var duration : float = frame_dur.get_value()
|
||||
var frame_duration = Global.current_project.frame_duration.duplicate()
|
||||
frame_duration[frame - 1] = duration
|
||||
var new_duration = Global.current_project.frames[frame].duration
|
||||
new_duration = duration
|
||||
|
||||
Global.current_project.undos += 1
|
||||
Global.current_project.undo_redo.create_action("Change frame duration")
|
||||
|
||||
Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration)
|
||||
Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
|
||||
Global.current_project.undo_redo.add_do_property(Global.current_project.frames[frame], "duration", new_duration)
|
||||
Global.current_project.undo_redo.add_undo_property(Global.current_project.frames[frame], "duration", Global.current_project.frames[frame].duration)
|
||||
|
||||
Global.current_project.undo_redo.add_do_method(Global, "redo")
|
||||
Global.current_project.undo_redo.add_undo_method(Global, "undo")
|
||||
|
|
Loading…
Reference in a new issue