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Clean up duplicate layer code in Project.gd
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1 changed files with 16 additions and 37 deletions
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@ -743,15 +743,7 @@ func add_layers(new_layers: Array, indices: Array, cels: Array) -> void: # cels
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frames[f].cels.insert(indices[i], cels[i][f])
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new_layers[i].project = self
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Global.animation_timeline.project_layer_added(indices[i])
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# Update the layer indices and layer/cel buttons:
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for l in layers.size():
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layers[l].index = l
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Global.layer_vbox.get_child(layers.size() - 1 - l).layer = l
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var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
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for f in frames.size():
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cel_hbox.get_child(f).layer = l
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cel_hbox.get_child(f).button_setup()
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toggle_layer_buttons()
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_update_layer_ui()
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func remove_layers(indices: Array) -> void:
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@ -764,15 +756,7 @@ func remove_layers(indices: Array) -> void:
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frame.cels[indices[i] - i].on_remove()
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frame.cels.remove(indices[i] - i)
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Global.animation_timeline.project_layer_removed(indices[i] - i)
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# Update the layer indices and layer/cel buttons:
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for l in layers.size():
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layers[l].index = l
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Global.layer_vbox.get_child(layers.size() - 1 - l).layer = l
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var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
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for f in frames.size():
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cel_hbox.get_child(f).layer = l
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cel_hbox.get_child(f).button_setup()
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toggle_layer_buttons()
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_update_layer_ui()
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# from_indices and to_indicies should be in ascending order
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@ -795,15 +779,7 @@ func move_layers(from_indices: Array, to_indices: Array, to_parents: Array) -> v
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for f in frames.size():
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frames[f].cels.insert(to_indices[i], removed_cels[i][f])
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Global.animation_timeline.project_layer_added(to_indices[i])
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# Update the layer indices and layer/cel buttons:
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for l in layers.size():
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layers[l].index = l
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Global.layer_vbox.get_child(layers.size() - 1 - l).layer = l
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var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
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for f in frames.size():
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cel_hbox.get_child(f).layer = l
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cel_hbox.get_child(f).button_setup()
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toggle_layer_buttons()
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_update_layer_ui()
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# "a" and "b" should both contain "from", "to", and "to_parents" arrays.
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@ -842,16 +818,7 @@ func swap_layers(a: Dictionary, b: Dictionary) -> void:
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for f in frames.size():
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frames[f].cels.insert(b.to[i], b_cels[i][f])
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Global.animation_timeline.project_layer_added(b.to[i])
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# Update the layer indices and layer/cel buttons:
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for l in layers.size():
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layers[l].index = l
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Global.layer_vbox.get_child(layers.size() - 1 - l).layer = l
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var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
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for f in frames.size():
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cel_hbox.get_child(f).layer = l
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cel_hbox.get_child(f).button_setup()
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toggle_layer_buttons()
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_update_layer_ui()
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func move_cel(from_frame: int, to_frame: int, layer: int) -> void:
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@ -898,3 +865,15 @@ func _update_frame_ui() -> void:
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cel_hbox.get_child(f).frame = f
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cel_hbox.get_child(f).button_setup()
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_set_timeline_first_and_last_frames()
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## Update the layer indices and layer/cel buttons
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func _update_layer_ui() -> void:
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for l in layers.size():
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layers[l].index = l
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Global.layer_vbox.get_child(layers.size() - 1 - l).layer = l
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var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
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for f in frames.size():
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cel_hbox.get_child(f).layer = l
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cel_hbox.get_child(f).button_setup()
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toggle_layer_buttons()
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