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https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-18 09:09:47 +00:00
Implement the ability to move all selected cels on between different frames, but on the same layer
You currently cannot move multiple cels on different layers, they still act as swapping. Eventually I'd also like to implement moving cels between different layers, but they would also have to be on the same frame. I don't think moving cels between different layers and frames at the same time is possible.
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@ -751,19 +751,34 @@ func swap_layers(a: Dictionary, b: Dictionary) -> void:
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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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## Moves multiple cels between different frames, but on the same layer.
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## TODO: Perhaps figure out a way to optimize this. Right now it copies all of the cels of
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## a layer into a temporary array, sorts it and then copies it into each frame's `cels` array
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## on that layer. This was done in order to replicate the code from [method move_frames].
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## TODO: Make a method like this, but for moving cels between different layers, on the same frame.
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func move_cels_same_layer(
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from_indices: PackedInt32Array, to_indices: PackedInt32Array, layer: int
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) -> void:
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Global.canvas.selection.transform_content_confirm()
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selected_cels.clear()
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var cel: BaseCel = frames[from_frame].cels[layer]
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if from_frame < to_frame:
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for f in range(from_frame, to_frame): # Forward range
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frames[f].cels[layer] = frames[f + 1].cels[layer] # Move left
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else:
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for f in range(from_frame, to_frame, -1): # Backward range
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frames[f].cels[layer] = frames[f - 1].cels[layer] # Move right
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frames[to_frame].cels[layer] = cel
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Global.animation_timeline.project_cel_removed(from_frame, layer)
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Global.animation_timeline.project_cel_added(to_frame, layer)
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var cels: Array[BaseCel] = []
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for frame in frames:
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cels.append(frame.cels[layer])
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var removed_cels: Array[BaseCel] = []
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for i in from_indices.size():
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# With each removed index, future indices need to be lowered, so subtract by i
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removed_cels.append(cels.pop_at(from_indices[i] - i))
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for i in to_indices.size():
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cels.insert(to_indices[i], removed_cels[i])
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for i in frames.size():
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var new_cel := cels[i]
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frames[i].cels[layer] = new_cel
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for i in from_indices.size():
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# With each removed index, future indices need to be lowered, so subtract by i
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Global.animation_timeline.project_cel_removed(from_indices[i] - i, layer)
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for i in to_indices.size():
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Global.animation_timeline.project_cel_added(to_indices[i], layer)
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# Update the cel buttons for this layer:
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var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - layer)
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@ -260,53 +260,92 @@ func _get_drag_data(_position: Vector2) -> Variant:
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texture_rect.texture = cel_texture.texture
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button.add_child(texture_rect)
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set_drag_preview(button)
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return ["Cel", frame, layer]
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return ["Cel", _get_cel_indices()]
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func _can_drop_data(_pos: Vector2, data) -> bool:
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var project := Global.current_project
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if typeof(data) == TYPE_ARRAY and data[0] == "Cel":
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var drag_frame = data[1]
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var drag_layer = data[2]
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if project.layers[drag_layer].get_script() == project.layers[layer].get_script():
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if ( # If both cels are on the same layer, or both are not linked
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drag_layer == layer
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or (
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project.frames[frame].cels[layer].link_set == null
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and project.frames[drag_frame].cels[drag_layer].link_set == null
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)
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):
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if not (drag_frame == frame and drag_layer == layer):
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var region: Rect2
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if Input.is_action_pressed("ctrl") or layer != drag_layer: # Swap cels
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region = get_global_rect()
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else: # Move cels
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if _get_region_rect(0, 0.5).has_point(get_global_mouse_position()): # Left
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region = _get_region_rect(-0.125, 0.125)
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region.position.x -= 2 # Container spacing
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else: # Right
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region = _get_region_rect(0.875, 1.125)
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region.position.x += 2 # Container spacing
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Global.animation_timeline.drag_highlight.global_position = region.position
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Global.animation_timeline.drag_highlight.size = region.size
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Global.animation_timeline.drag_highlight.visible = true
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return true
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if typeof(data) != TYPE_ARRAY:
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Global.animation_timeline.drag_highlight.visible = false
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return false
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if data[0] != "Cel":
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Global.animation_timeline.drag_highlight.visible = false
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return false
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var drop_cels: Array = data[1]
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drop_cels.sort_custom(_sort_cel_indices_by_frame)
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var drop_frames: PackedInt32Array = []
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var drop_layers: PackedInt32Array = []
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for cel_idx in drop_cels:
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drop_frames.append(cel_idx[0])
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drop_layers.append(cel_idx[1])
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# Can't move to the same cel
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for drop_frame in drop_frames:
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if drop_frame == frame and drop_layers[-1] == layer:
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Global.animation_timeline.drag_highlight.visible = false
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return false
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# Can't move different types of layers between them
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for drop_layer in drop_layers:
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if project.layers[drop_layer].get_script() != project.layers[layer].get_script():
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Global.animation_timeline.drag_highlight.visible = false
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return false
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var drop_layer := drop_layers[0]
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# Check if all dropped cels are on the same layer
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var different_layers := false
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for l in drop_layers:
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if l != layer:
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different_layers = true
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# Check if any of the dropped cels are linked
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var are_dropped_cels_linked := false
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for f in drop_frames:
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if project.frames[f].cels[drop_layer].link_set != null:
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are_dropped_cels_linked = true
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if ( # If both cels are on the same layer, or both are not linked
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drop_layer == layer
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or (project.frames[frame].cels[layer].link_set == null and not are_dropped_cels_linked)
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):
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var region: Rect2
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if Input.is_action_pressed("ctrl") or different_layers: # Swap cels
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region = get_global_rect()
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else: # Move cels
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if _get_region_rect(0, 0.5).has_point(get_global_mouse_position()): # Left
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region = _get_region_rect(-0.125, 0.125)
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region.position.x -= 2 # Container spacing
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else: # Right
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region = _get_region_rect(0.875, 1.125)
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region.position.x += 2 # Container spacing
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Global.animation_timeline.drag_highlight.global_position = region.position
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Global.animation_timeline.drag_highlight.size = region.size
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Global.animation_timeline.drag_highlight.visible = true
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return true
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Global.animation_timeline.drag_highlight.visible = false
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return false
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func _drop_data(_pos: Vector2, data) -> void:
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var drop_frame: int = data[1]
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var drop_layer: int = data[2]
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var project := Global.current_project
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var drop_cels: Array = data[1]
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drop_cels.sort_custom(_sort_cel_indices_by_frame)
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var drop_frames: PackedInt32Array = []
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var drop_layers: PackedInt32Array = []
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for cel_idx in drop_cels:
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drop_frames.append(cel_idx[0])
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drop_layers.append(cel_idx[1])
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var drop_layer := drop_layers[0]
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var different_layers := false
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for l in drop_layers:
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if l != layer:
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different_layers = true
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var project := Global.current_project
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project.undo_redo.create_action("Move Cels")
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if Input.is_action_pressed("ctrl") or layer != drop_layer: # Swap cels
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project.undo_redo.add_do_method(project.swap_cel.bind(frame, layer, drop_frame, drop_layer))
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if Input.is_action_pressed("ctrl") or different_layers: # Swap cels
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project.undo_redo.add_do_method(
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project.swap_cel.bind(frame, layer, drop_frames[0], drop_layer)
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)
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project.undo_redo.add_undo_method(
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project.swap_cel.bind(frame, layer, drop_frame, drop_layer)
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project.swap_cel.bind(frame, layer, drop_frames[0], drop_layer)
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)
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else: # Move cels
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var to_frame: int
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@ -314,10 +353,16 @@ func _drop_data(_pos: Vector2, data) -> void:
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to_frame = frame
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else: # Right
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to_frame = frame + 1
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if drop_frame < frame:
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to_frame -= 1
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project.undo_redo.add_do_method(project.move_cel.bind(drop_frame, to_frame, layer))
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project.undo_redo.add_undo_method(project.move_cel.bind(to_frame, drop_frame, layer))
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for drop_frame in drop_frames:
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if drop_frame < frame:
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to_frame -= 1
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var to_frames := range(to_frame, to_frame + drop_frames.size())
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project.undo_redo.add_do_method(
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project.move_cels_same_layer.bind(drop_frames, to_frames, layer)
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)
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project.undo_redo.add_undo_method(
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project.move_cels_same_layer.bind(to_frames, drop_frames, layer)
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)
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project.undo_redo.add_do_method(project.change_cel.bind(frame, layer))
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project.undo_redo.add_undo_method(
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@ -343,3 +388,11 @@ func _get_cel_indices(add_current_cel := false) -> Array:
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else:
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indices = [[frame, layer]]
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return indices
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func _sort_cel_indices_by_frame(a: Array, b: Array) -> bool:
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var frame_a: int = a[0]
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var frame_b: int = b[0]
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if frame_a < frame_b:
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return true
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return false
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