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Layer visibility is taken into account when exporting the drawing as a .png file
This means that invisible layers will not be included in the final .png file.
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@ -17,10 +17,13 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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- A VSplitContainer has been added between the canvas and the timeline.
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- A VSplitContainer has been added between the canvas and the timeline.
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- Notification text is now black on the gold and light themes.
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- Notification text is now black on the gold and light themes.
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- Layer's LineEdit now saves the changes when it loses focus, or when the user presses ESC (or Enter)
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- Layer's LineEdit now saves the changes when it loses focus, or when the user presses ESC (or Enter)
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- LineEdits lose focus when the user presses Enter - thanks to Gaarco!
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- Layer visibility is taken into account when exporting the drawing as a .png file. This means that invisible layers will not be included in the final .png file.
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### Fixed
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### Fixed
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- Chinese characters not being rendered in notifications (the labels that appear when undoing/redoing)
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- Chinese characters not being rendered in notifications (the labels that appear when undoing/redoing)
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- Fixed issue when moving frames, the current frame was being shown but the frame next to it was actually the one being drawn on.
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- Fixed issue when moving frames, the current frame was being shown but the frame next to it was actually the one being drawn on.
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- Fixed issue with LineEdits not letting go of focus when the user clicked somewhere else - Thanks to Gaarco! (Issue #167)
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## [v0.6.2] - 17-02-2020
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## [v0.6.2] - 17-02-2020
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@ -74,7 +74,9 @@ func save_sprite(canvas : Canvas, path : String) -> void:
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var whole_image := Image.new()
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var whole_image := Image.new()
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whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
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whole_image.create(canvas.size.x, canvas.size.y, false, Image.FORMAT_RGBA8)
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whole_image.lock()
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whole_image.lock()
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var layer_i := 0
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for layer in canvas.layers:
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for layer in canvas.layers:
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if Global.layers[layer_i][1]: # If layer is visible
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var img : Image = layer[0]
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var img : Image = layer[0]
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img.lock()
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img.lock()
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if layer[2] < 1: # If we have layer transparency
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if layer[2] < 1: # If we have layer transparency
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@ -87,6 +89,8 @@ func save_sprite(canvas : Canvas, path : String) -> void:
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canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), Vector2.ZERO)
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canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), Vector2.ZERO)
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layer[0].lock()
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layer[0].lock()
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layer_i += 1
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if resize != 100:
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if resize != 100:
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whole_image.unlock()
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whole_image.unlock()
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whole_image.resize(whole_image.get_size().x * resize / 100, whole_image.get_size().y * resize / 100, interpolation)
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whole_image.resize(whole_image.get_size().x * resize / 100, whole_image.get_size().y * resize / 100, interpolation)
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@ -129,7 +133,9 @@ func save_spritesheet() -> void:
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hh = 1
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hh = 1
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dst.y = canvas.size.y * vv
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dst.y = canvas.size.y * vv
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var layer_i := 0
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for layer in canvas.layers:
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for layer in canvas.layers:
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if Global.layers[layer_i][1]: # If layer is visible
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var img : Image = layer[0]
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var img : Image = layer[0]
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img.lock()
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img.lock()
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if layer[2] < 1: # If we have layer transparency
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if layer[2] < 1: # If we have layer transparency
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@ -142,6 +148,8 @@ func save_spritesheet() -> void:
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canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), dst)
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canvas.blend_rect(whole_image, img, Rect2(canvas.position, canvas.size), dst)
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layer[0].lock()
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layer[0].lock()
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layer_i += 1
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if resize != 100:
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if resize != 100:
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whole_image.unlock()
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whole_image.unlock()
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whole_image.resize(width * resize / 100, height * resize / 100, interpolation)
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whole_image.resize(width * resize / 100, height * resize / 100, interpolation)
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