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Text under frames and TimelineSeconds color change on different themes
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6 changed files with 17 additions and 8 deletions
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@ -13,8 +13,8 @@
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[ext_resource path="res://Assets/Graphics/Dark Themes/Misc/Color defaults.png" type="Texture" id=11]
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[ext_resource path="res://Assets/Graphics/Brush_button.png" type="Texture" id=12]
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[ext_resource path="res://Themes & Styles/Dark Theme/DarkRulerStyle.tres" type="StyleBox" id=13]
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[ext_resource path="res://Scripts/HorizontalRuler.gd" type="Script" id=14]
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[ext_resource path="res://Scripts/VerticalRuler.gd" type="Script" id=15]
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[ext_resource path="res://Scripts/Rulers/HorizontalRuler.gd" type="Script" id=14]
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[ext_resource path="res://Scripts/Rulers/VerticalRuler.gd" type="Script" id=15]
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[ext_resource path="res://Prefabs/Canvas.tscn" type="PackedScene" id=16]
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[ext_resource path="res://Scripts/CameraMovement.gd" type="Script" id=17]
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[ext_resource path="res://Scripts/SelectionRectangle.gd" type="Script" id=18]
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@ -33,7 +33,7 @@
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[ext_resource path="res://Assets/Graphics/Dark Themes/Timeline/Go_To_Last_Frame.png" type="Texture" id=31]
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[ext_resource path="res://Assets/Graphics/Dark Themes/Timeline/Go_To_Last_Frame_Hover.png" type="Texture" id=32]
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[ext_resource path="res://Assets/Graphics/Dark Themes/Timeline/Loop_None.png" type="Texture" id=33]
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[ext_resource path="res://Scripts/TimelineSeconds.gd" type="Script" id=34]
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[ext_resource path="res://Scripts/Rulers/TimelineSeconds.gd" type="Script" id=34]
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[ext_resource path="res://Assets/Graphics/Dark Themes/Timeline/New_Frame.png" type="Texture" id=35]
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[ext_resource path="res://Assets/Graphics/Dark Themes/Timeline/New_Frame_Hover.png" type="Texture" id=36]
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[ext_resource path="res://Assets/Graphics/Dark Themes/Palette/Add_Palette.png" type="Texture" id=37]
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@ -410,8 +410,11 @@ func frame_changed(value : int) -> void:
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canvas.generate_layer_panels()
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#Make all frame buttons unpressed
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for c in canvases:
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var text_color := Color.white
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if theme_type == "Gold" || theme_type == "Light":
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text_color = Color.black
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c.frame_button.get_node("FrameButton").pressed = false
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c.frame_button.get_node("FrameID").add_color_override("font_color", Color.white)
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c.frame_button.get_node("FrameID").add_color_override("font_color", text_color)
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#Make only the current frame button pressed
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canvas.frame_button.get_node("FrameButton").pressed = true
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canvas.frame_button.get_node("FrameID").add_color_override("font_color", Color("#3c5d75"))
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@ -93,6 +93,9 @@ func change_theme(ID : int) -> void:
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var disabled_file_name = button.texture_disabled.resource_path.get_file()
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button.texture_disabled = load("res://Assets/Graphics/%s Themes/%s/%s" % [Global.theme_type, button_category, disabled_file_name])
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# Make sure the frame text gets updated
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Global.current_frame = Global.current_frame
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func _on_GridWidthValue_value_changed(value : float) -> void:
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Global.grid_width = value
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@ -15,6 +15,9 @@ func _process(delta : float) -> void:
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#Code taken and modified from Godot's source code
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func _draw() -> void:
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var color := Color.white
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if Global.theme_type == "Gold" || Global.theme_type == "Light":
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color = Color.black
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var transform := Transform2D()
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var ruler_transform := Transform2D()
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var major_subdivide := Transform2D()
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@ -43,12 +46,12 @@ func _draw() -> void:
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for i in range(ceil(first.x), last.x):
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var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0))
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if i % (major_subdivision * minor_subdivision) == 0:
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draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
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draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), color)
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var val = (ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0)).x / 100
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val = stepify(val, 0.01)
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draw_string(font, Vector2(position.x + RULER_WIDTH + 2, font.get_height() - 6), "%ss" % str(val))
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draw_string(font, Vector2(position.x + RULER_WIDTH + 2, font.get_height() - 6), "%ss" % str(val), color)
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else:
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if i % minor_subdivision == 0:
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draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.33), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
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draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.33), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), color)
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else:
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draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.66), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), Color.white)
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draw_line(Vector2(position.x + RULER_WIDTH, RULER_WIDTH * 0.66), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), color)
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