1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-01-18 17:19:50 +00:00

Added AnimationTag class

Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.
This commit is contained in:
OverloadedOrama 2020-06-02 05:14:05 +03:00
parent e229ad1519
commit 34bc528e97
14 changed files with 134 additions and 83 deletions

View file

@ -9,6 +9,11 @@
config_version=4
_global_script_classes=[ {
"base": "Reference",
"class": "AnimationTag",
"language": "GDScript",
"path": "res://src/Classes/AnimationTag.gd"
}, {
"base": "Node2D",
"class": "Canvas",
"language": "GDScript",
@ -17,7 +22,7 @@ _global_script_classes=[ {
"base": "Reference",
"class": "Cel",
"language": "GDScript",
"path": "res://src/Cel.gd"
"path": "res://src/Classes/Cel.gd"
}, {
"base": "Line2D",
"class": "Guide",
@ -27,7 +32,7 @@ _global_script_classes=[ {
"base": "Reference",
"class": "Layer",
"language": "GDScript",
"path": "res://src/Layer.gd"
"path": "res://src/Classes/Layer.gd"
}, {
"base": "Button",
"class": "LayerButton",
@ -45,6 +50,7 @@ _global_script_classes=[ {
"path": "res://src/Palette/PaletteColor.gd"
} ]
_global_script_class_icons={
"AnimationTag": "",
"Canvas": "",
"Cel": "",
"Guide": "",

View file

@ -1,9 +1,9 @@
extends Node
const Drawer = preload("res://src/Drawers.gd").Drawer
const SimpleDrawer = preload("res://src/Drawers.gd").SimpleDrawer
const PixelPerfectDrawer = preload("res://src/Drawers.gd").PixelPerfectDrawer
const Drawer = preload("res://src/Classes/Drawers.gd").Drawer
const SimpleDrawer = preload("res://src/Classes/Drawers.gd").SimpleDrawer
const PixelPerfectDrawer = preload("res://src/Classes/Drawers.gd").PixelPerfectDrawer
var pixel_perfect_drawer := PixelPerfectDrawer.new()
var pixel_perfect_drawer_h_mirror := PixelPerfectDrawer.new()

View file

@ -53,7 +53,7 @@ var right_cursor_tool_texture : ImageTexture
var selected_pixels := []
var image_clipboard : Image
var animation_tags := [] setget animation_tags_changed # [Name, Color, From, To]
var animation_tags := [] setget animation_tags_changed
var play_only_tags := true
var theme_type : int = Theme_Types.DARK
@ -512,9 +512,9 @@ func canvases_changed(value : Array) -> void:
animation_timeline.last_frame = canvases.size() - 1
if play_only_tags:
for tag in animation_tags:
if current_frame + 1 >= tag[2] && current_frame + 1 <= tag[3]:
animation_timeline.first_frame = tag[2] - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag[3] - 1)
if current_frame + 1 >= tag.from && current_frame + 1 <= tag.to:
animation_timeline.first_frame = tag.from - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag.to - 1)
func clear_canvases() -> void:
@ -704,13 +704,13 @@ func animation_tags_changed(value : Array) -> void:
tag_container.add_child(tag_c)
var tag_position := tag_container.get_child_count() - 1
tag_container.move_child(tag_c, tag_position)
tag_c.get_node("Label").text = tag[0]
tag_c.get_node("Label").modulate = tag[1]
tag_c.get_node("Line2D").default_color = tag[1]
tag_c.get_node("Label").text = tag.name
tag_c.get_node("Label").modulate = tag.color
tag_c.get_node("Line2D").default_color = tag.color
tag_c.rect_position.x = (tag[2] - 1) * 39 + tag[2]
tag_c.rect_position.x = (tag.from - 1) * 39 + tag.from
var size : int = tag[3] - tag[2]
var size : int = tag.to - tag.from
tag_c.rect_min_size.x = (size + 1) * 39
tag_c.get_node("Line2D").points[2] = Vector2(tag_c.rect_min_size.x, 0)
tag_c.get_node("Line2D").points[3] = Vector2(tag_c.rect_min_size.x, 32)
@ -722,9 +722,9 @@ func animation_tags_changed(value : Array) -> void:
animation_timeline.last_frame = canvases.size() - 1
if play_only_tags:
for tag in animation_tags:
if current_frame + 1 >= tag[2] && current_frame + 1 <= tag[3]:
animation_timeline.first_frame = tag[2] - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag[3] - 1)
if current_frame + 1 >= tag.from && current_frame + 1 <= tag.to:
animation_timeline.first_frame = tag.from - 1
animation_timeline.last_frame = min(canvases.size() - 1, tag.to - 1)
func update_hint_tooltips() -> void:

View file

@ -158,7 +158,7 @@ func open_pxo_file(path : String, untitled_backup : bool = false) -> void:
var tag_color : Color = file.get_var()
var tag_from := file.get_8()
var tag_to := file.get_8()
Global.animation_tags.append([tag_name, tag_color, tag_from, tag_to])
Global.animation_tags.append(AnimationTag.new(tag_name, tag_color, tag_from, tag_to))
Global.animation_tags = Global.animation_tags # To execute animation_tags_changed()
tag_line = file.get_line()
@ -239,10 +239,10 @@ func save_pxo_file(path : String, autosave : bool) -> void:
# Store animation tags
for tag in Global.animation_tags:
file.store_line(".T/")
file.store_line(tag[0]) # Tag name
file.store_var(tag[1]) # Tag color
file.store_8(tag[2]) # Tag "from", the first frame
file.store_8(tag[3]) # Tag "to", the last frame
file.store_line(tag.name)
file.store_var(tag.color)
file.store_8(tag.from)
file.store_8(tag.to)
file.store_line("END_FRAME_TAGS")
file.close()

View file

@ -0,0 +1,15 @@
class_name AnimationTag extends Reference
# A class for frame tag properties
var name : String
var color : Color
var from : int
var to : int
func _init(_name, _color, _from, _to) -> void:
name = _name
color = _color
from = _from
to = _to

View file

@ -1,5 +1,4 @@
class_name Cel
extends Reference
class_name Cel extends Reference
# A class for cel properties

View file

@ -1,5 +1,4 @@
class_name Layer
extends Reference
class_name Layer extends Reference
# A class for layer properties

View file

@ -147,8 +147,8 @@ func process_spritesheet() -> void:
# Range of frames determined by tags
var frames := []
if frame_current_tag > 0:
var frame_start = Global.animation_tags[frame_current_tag - 1][2]
var frame_end = Global.animation_tags[frame_current_tag - 1][3]
var frame_start = Global.animation_tags[frame_current_tag - 1].from
var frame_end = Global.animation_tags[frame_current_tag - 1].to
frames = Global.canvases.slice(frame_start-1, frame_end-1, 1, true)
else:
frames = Global.canvases
@ -283,8 +283,8 @@ func get_proccessed_image_animation_tag_and_start_id(processed_image_id : int) -
for animation_tag in Global.animation_tags:
# Check if processed image is in frame tag and assign frame tag and start id if yes
# Then stop
if (processed_image_id + 1) >= animation_tag[2] and (processed_image_id + 1) <= animation_tag[3]:
result_animation_tag_and_start_id = [animation_tag[0], animation_tag[2]]
if (processed_image_id + 1) >= animation_tag.from and (processed_image_id + 1) <= animation_tag.to:
result_animation_tag_and_start_id = [animation_tag.name, animation_tag.from]
break
return result_animation_tag_and_start_id
@ -454,7 +454,7 @@ func create_frame_tag_list() -> void:
# Repopulate list with current tag list
for item in Global.animation_tags:
frame_container.add_item(item[0])
frame_container.add_item(item.name)
func store_export_settings() -> void:

View file

@ -67,22 +67,33 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
if current_frame > 0 && current_frame == new_canvases.size(): # If it's the last frame
current_frame -= 1
var new_animation_tags := Global.animation_tags.duplicate(true)
var new_animation_tags := Global.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to)
# Loop through the tags to see if the frame is in one
for tag in new_animation_tags:
if frame + 1 >= tag[2] && frame + 1 <= tag[3]:
if tag[3] == tag[2]: # If we're deleting the only frame in the tag
if frame + 1 >= tag.from && frame + 1 <= tag.to:
if tag.from == tag.to: # If we're deleting the only frame in the tag
new_animation_tags.erase(tag)
else:
tag[3] -= 1
elif frame + 1 < tag[2]:
tag[2] -= 1
tag[3] -= 1
tag.to -= 1
elif frame + 1 < tag.from:
tag.from -= 1
tag.to -= 1
# Check if one of the cels of the frame is linked
# if they are, unlink them too
# this prevents removed cels being kept in linked memory
var new_layers : Array = Global.layers.duplicate(true)
var new_layers : Array = Global.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
for layer in new_layers:
for linked in layer.linked_cels:
if linked == Global.canvases[frame]:
@ -134,11 +145,16 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
sprite.lock()
new_canvas.layers.append(Cel.new(sprite, layer.opacity))
var new_animation_tags := Global.animation_tags.duplicate(true)
var new_animation_tags := Global.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to)
# Loop through the tags to see if the frame is in one
for tag in new_animation_tags:
if frame + 1 >= tag[2] && frame + 1 <= tag[3]:
tag[3] += 1
if frame + 1 >= tag.from && frame + 1 <= tag.to:
tag.to += 1
Global.undos += 1
Global.undo_redo.create_action("Add Frame")
@ -263,9 +279,9 @@ func play_animation(play : bool, forward_dir : bool) -> void:
last_frame = Global.canvases.size() - 1
if Global.play_only_tags:
for tag in Global.animation_tags:
if Global.current_frame + 1 >= tag[2] && Global.current_frame + 1 <= tag[3]:
first_frame = tag[2] - 1
last_frame = min(Global.canvases.size() - 1, tag[3] - 1)
if Global.current_frame + 1 >= tag.from && Global.current_frame + 1 <= tag.to:
first_frame = tag.from - 1
last_frame = min(Global.canvases.size() - 1, tag.to - 1)
if first_frame == last_frame:
if forward_dir:
@ -400,11 +416,11 @@ func change_layer_order(rate : int) -> void:
new_layers[change] = temp
Global.undo_redo.create_action("Change Layer Order")
for c in Global.canvases:
var new_layers_canvas : Array = c.layers.duplicate()
var temp_canvas = new_layers_canvas[Global.current_layer]
new_layers_canvas[Global.current_layer] = new_layers_canvas[change]
new_layers_canvas[change] = temp_canvas
Global.undo_redo.add_do_property(c, "layers", new_layers_canvas)
var new_canvas_layers : Array = c.layers.duplicate()
var temp_canvas = new_canvas_layers[Global.current_layer]
new_canvas_layers[Global.current_layer] = new_canvas_layers[change]
new_canvas_layers[change] = temp_canvas
Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
Global.undo_redo.add_do_property(Global, "current_layer", change)
@ -418,14 +434,21 @@ func change_layer_order(rate : int) -> void:
func _on_MergeDownLayer_pressed() -> void:
var new_layers : Array = Global.layers.duplicate(true)
var new_layers : Array = Global.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
Global.undos += 1
Global.undo_redo.create_action("Merge Layer")
for c in Global.canvases:
var new_layers_canvas : Array = c.layers.duplicate(true)
var new_canvas_layers : Array = c.layers.duplicate()
for i in new_canvas_layers.size():
new_canvas_layers[i] = Cel.new(new_canvas_layers[i].image, new_canvas_layers[i].opacity)
var selected_layer := Image.new()
selected_layer.copy_from(new_layers_canvas[Global.current_layer].image)
selected_layer.copy_from(new_canvas_layers[Global.current_layer].image)
selected_layer.lock()
if c.layers[Global.current_layer].opacity < 1: # If we have layer transparency
@ -439,15 +462,15 @@ func _on_MergeDownLayer_pressed() -> void:
new_layer.copy_from(c.layers[Global.current_layer - 1].image)
new_layer.lock()
DrawingAlgos.blend_rect(new_layer, selected_layer, Rect2(c.position, c.size), Vector2.ZERO)
new_layers_canvas.remove(Global.current_layer)
new_canvas_layers.remove(Global.current_layer)
if !selected_layer.is_invisible() and Global.layers[Global.current_layer - 1].linked_cels.size() > 1 and (c in Global.layers[Global.current_layer - 1].linked_cels):
new_layers[Global.current_layer - 1].linked_cels.erase(c)
new_layers_canvas[Global.current_layer - 1].image = new_layer
new_canvas_layers[Global.current_layer - 1].image = new_layer
else:
Global.undo_redo.add_do_property(c.layers[Global.current_layer - 1].image, "data", new_layer.data)
Global.undo_redo.add_undo_property(c.layers[Global.current_layer - 1].image, "data", c.layers[Global.current_layer - 1].image.data)
Global.undo_redo.add_do_property(c, "layers", new_layers_canvas)
Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
new_layers.remove(Global.current_layer)

View file

@ -22,7 +22,7 @@
[ext_resource path="res://assets/graphics/dark_themes/timeline/onion_skinning_off.png" type="Texture" id=29]
[ext_resource path="res://assets/graphics/dark_themes/timeline/expandable.png" type="Texture" id=30]
[ext_resource path="res://assets/graphics/dark_themes/timeline/loop.png" type="Texture" id=31]
[ext_resource path="res://src/UI/Dialogs/FrameTagDialog.tscn" type="PackedScene" id=42]
[ext_resource path="res://src/UI/Timeline/FrameTagDialog.tscn" type="PackedScene" id=42]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 0.0627451, 0.0627451, 0.0627451, 1 )

View file

@ -55,18 +55,22 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
4: # Unlink Cel
var cel_index : int = Global.layers[layer].linked_cels.find(Global.canvases[frame])
var c = Global.canvases[frame]
var new_layers : Array = Global.layers.duplicate(true)
var new_canvas_layers : Array = c.layers.duplicate(true)
var new_layers : Array = Global.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
var new_canvas_layers : Array = c.layers.duplicate()
for i in new_canvas_layers.size():
new_canvas_layers[i] = Cel.new(new_canvas_layers[i].image, new_canvas_layers[i].opacity)
if popup_menu.get_item_metadata(4) == "Unlink Cel":
new_layers[layer].linked_cels.remove(cel_index)
var sprite := Image.new()
sprite.copy_from(Global.canvases[frame].layers[layer][0])
sprite.copy_from(Global.canvases[frame].layers[layer].image)
sprite.lock()
var tex := ImageTexture.new()
tex.create_from_image(sprite, 0)
new_canvas_layers[layer][0] = sprite
new_canvas_layers[layer][1] = tex
new_canvas_layers[layer].image = sprite
Global.undo_redo.create_action("Unlink Cel")
Global.undo_redo.add_do_property(Global, "layers", new_layers)
@ -84,8 +88,8 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
if new_layers[layer].linked_cels.size() > 1:
# If there are already linked cels, set the current cel's image
# to the first linked cel's image
new_canvas_layers[layer][0] = new_layers[layer].linked_cels[0].layers[layer][0]
new_canvas_layers[layer][1] = new_layers[layer].linked_cels[0].layers[layer][1]
new_canvas_layers[layer].image = new_layers[layer].linked_cels[0].layers[layer].image
new_canvas_layers[layer].image_texture = new_layers[layer].linked_cels[0].layers[layer].image_texture
Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
Global.undo_redo.add_undo_property(c, "layers", c.layers)

View file

@ -25,10 +25,10 @@ func _on_FrameTagDialog_about_to_show() -> void:
var vbox_cont := VBoxContainer.new()
var hbox_cont := HBoxContainer.new()
var tag_label := Label.new()
if tag[2] == tag[3]:
tag_label.text = "Tag %s (Frame %s)" % [i + 1, tag[2]]
if tag.from == tag.to:
tag_label.text = "Tag %s (Frame %s)" % [i + 1, tag.from]
else:
tag_label.text = "Tag %s (Frames %s-%s)" % [i + 1, tag[2], tag[3]]
tag_label.text = "Tag %s (Frames %s-%s)" % [i + 1, tag.from, tag.to]
hbox_cont.add_child(tag_label)
var edit_button := Button.new()
@ -39,8 +39,8 @@ func _on_FrameTagDialog_about_to_show() -> void:
vbox_cont.add_child(hbox_cont)
var name_label := Label.new()
name_label.text = tag[0]
name_label.modulate = tag[1]
name_label.text = tag.name
name_label.modulate = tag.color
vbox_cont.add_child(name_label)
var hsep := HSeparator.new()
@ -70,10 +70,10 @@ func _on_AddTag_pressed() -> void:
func _on_EditButton_pressed(_tag_id : int) -> void:
options_dialog.popup_centered()
current_tag_id = _tag_id
options_dialog.get_node("GridContainer/NameLineEdit").text = Global.animation_tags[_tag_id][0]
options_dialog.get_node("GridContainer/ColorPickerButton").color = Global.animation_tags[_tag_id][1]
options_dialog.get_node("GridContainer/FromSpinBox").value = Global.animation_tags[_tag_id][2]
options_dialog.get_node("GridContainer/ToSpinBox").value = Global.animation_tags[_tag_id][3]
options_dialog.get_node("GridContainer/NameLineEdit").text = Global.animation_tags[_tag_id].name
options_dialog.get_node("GridContainer/ColorPickerButton").color = Global.animation_tags[_tag_id].color
options_dialog.get_node("GridContainer/FromSpinBox").value = Global.animation_tags[_tag_id].from
options_dialog.get_node("GridContainer/ToSpinBox").value = Global.animation_tags[_tag_id].to
if !delete_tag_button:
delete_tag_button = options_dialog.add_button("Delete Tag", true, "delete_tag")
else:
@ -92,14 +92,19 @@ func _on_TagOptions_confirmed() -> void:
if tag_from > tag_to:
tag_from = tag_to
var new_animation_tags := Global.animation_tags.duplicate(true)
var new_animation_tags := Global.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to)
if current_tag_id == Global.animation_tags.size():
new_animation_tags.append([tag_name, tag_color, tag_from, tag_to])
new_animation_tags.append(AnimationTag.new(tag_name, tag_color, tag_from, tag_to))
else:
new_animation_tags[current_tag_id][0] = tag_name
new_animation_tags[current_tag_id][1] = tag_color
new_animation_tags[current_tag_id][2] = tag_from
new_animation_tags[current_tag_id][3] = tag_to
new_animation_tags[current_tag_id].name = tag_name
new_animation_tags[current_tag_id].color = tag_color
new_animation_tags[current_tag_id].from = tag_from
new_animation_tags[current_tag_id].to = tag_to
# Handle Undo/Redo
Global.undos += 1
@ -114,7 +119,7 @@ func _on_TagOptions_confirmed() -> void:
func _on_TagOptions_custom_action(action : String) -> void:
if action == "delete_tag":
var new_animation_tags := Global.animation_tags.duplicate(true)
var new_animation_tags := Global.animation_tags.duplicate()
new_animation_tags.remove(current_tag_id)
# Handle Undo/Redo
Global.undos += 1

View file

@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://src/UI/Dialogs/FrameTagDialog.gd" type="Script" id=1]
[ext_resource path="res://src/UI/Timeline/FrameTagDialog.gd" type="Script" id=1]
[ext_resource path="res://assets/graphics/dark_themes/timeline/new_frame.png" type="Texture" id=2]
[node name="FrameTagDialog" type="AcceptDialog"]