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Added Godot generated documentation to the ExtensionsApi and some classes (#925)

* ExtensionsAPI.gd to ExtensionsApi.gd

* added docs to outer Api

* added empty line

* added docs to GeneralAPI

* added docs to MenuAPI

* added docs to DialogAPI

* added docs to PanelAPI

* added docs to ThemeAPI

* added docs to ToolAPI

* added docs to SelectionAPI

* added docs to the remaining APIs

* fix typo

* formatting

* linting

* linting

* documented AnimationTag class

* documented BaseCel class

* more accurate instructions to generate api

* improve/clean docs a bit

* documented BaseLayer class

* linting

* added some more docs

* Update BaseLayer.gd

* typo

* added some more info
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Variable 2023-11-08 04:22:55 +05:00 committed by GitHub
parent 79ff486c7b
commit 45736cf624
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6 changed files with 318 additions and 77 deletions

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@ -41,7 +41,7 @@ Html5FileExchange="*res://src/Autoload/HTML5FileExchange.gd"
Export="*res://src/Autoload/Export.gd"
Palettes="*res://src/Autoload/Palettes.gd"
Keychain="*res://addons/keychain/Keychain.gd"
ExtensionsApi="*res://src/Autoload/ExtensionsAPI.gd"
ExtensionsApi="*res://src/Autoload/ExtensionsApi.gd"
[debug]

View file

@ -1,21 +1,39 @@
extends Node
# NOTE: Goto File-->Save then type "ExtensionsApi" in "Search Help" to read the
# curated documentation of the Api.
# If it still doesn't show try again after doing Project-->Reload current project
# Use these variables in your extension to access the api
## The Official ExtensionsAPI for pixelorama.
##
## This Api gives you the essentials eo develop a working extension for Pixelorama.[br]
## The Api consists of many smaller Apis, each giving access to different areas of the Software.
## [br][br]
## Keep in mind that this API is targeted towards users who are not fully familiar with Pixelorama's
## source code. If you need to do something more complicated and more low-level, you would need to
## interact directly with the source code.
##
## To access this anywhere in the extension use [code]get_node_or_null("/root/ExtensionsApi")[/code]
##
## @tutorial(Add Tutorial here): https://the/tutorial1/url.com
## Gives access to the general, app related functions of pixelorama
## such as Autoloads, Software Version, Config file etc...
var general := GeneralAPI.new()
var menu := MenuAPI.new()
var dialog := DialogAPI.new()
var panel := PanelAPI.new()
var theme := ThemeAPI.new()
var tools := ToolAPI.new()
var selection := SelectionAPI.new()
var project := ProjectAPI.new()
var exports := ExportAPI.new()
var signals := SignalsAPI.new()
var menu := MenuAPI.new() ## Gives ability to add/remove items from menus in the top bar.
var dialog := DialogAPI.new() ## Gives access to Dialog related functions.
var panel := PanelAPI.new() ## Gives access to Tabs and Dockable Container related functions.
var theme := ThemeAPI.new() ## Gives access to theme related functions.
var tools := ToolAPI.new() ## Gives ability to add/remove tools.
var selection := SelectionAPI.new() ## Gives access to pixelorama's selection system.
var project := ProjectAPI.new() ## Gives access to project manipulation.
var exports := ExportAPI.new() ## Gives access to adding custom exporters.
var signals := SignalsAPI.new() ## Gives access to the basic commonly used signals.
## This fail-safe below is designed to work ONLY if Pixelorama is launched in Godot Editor
var _action_history: Dictionary = {}
## [code]This function is used internally and not meant to be used by extensions.[/code]
func check_sanity(extension_name: String):
if extension_name in _action_history.keys():
var extension_history = _action_history[extension_name]
@ -30,11 +48,13 @@ func check_sanity(extension_name: String):
print(error_msg)
## [code]This function is used internally and not meant to be used by extensions.[/code]
func clear_history(extension_name: String):
if extension_name in _action_history.keys():
_action_history.erase(extension_name)
## [code]This function is used internally and not meant to be used by extensions.[/code]
func add_action(action: String):
var extension_name = _get_caller_extension_name()
if extension_name != "Unknown":
@ -45,6 +65,7 @@ func add_action(action: String):
_action_history[extension_name] = [action]
## [code]This function is used internally and not meant to be used by extensions.[/code]
func remove_action(action: String):
var extension_name = _get_caller_extension_name()
if extension_name != "Unknown":
@ -52,8 +73,9 @@ func remove_action(action: String):
_action_history[extension_name].erase(action)
## [code]This function is used internally and not meant to be used by extensions.[/code]
func wait_frame(): # as yield is not available to classes below, so this is the solution
# use by yield(ExtensionsApi.wait_frame(), "completed")
# use by {await ExtensionsApi.wait_frame()}
await get_tree().process_frame
await get_tree().process_frame
@ -75,36 +97,57 @@ func _exit_tree():
# The Api Methods Start Here
## Returns the version of the ExtensionsApi.
func get_api_version() -> int:
return ProjectSettings.get_setting("application/config/ExtensionsAPI_Version")
## Gives Access to the general stuff.
##
## This part of Api provides stuff like commonly used Autoloads, App's version info etc
## the most basic (but important) stuff.
class GeneralAPI:
# Version And Config
## Returns the current version of pixelorama.
func get_pixelorama_version() -> String:
return ProjectSettings.get_setting("application/config/Version")
## Returns the [ConfigFile] contains all the settings (Brushes, sizes, preferences, etc...).
func get_config_file() -> ConfigFile:
return Global.config_cache
# Nodes
## Returns the Global autoload used by Pixelorama.[br]
## Contains references to almost all UI Elements, Variables that indicate different
## settings etc..., In short it is the most important autoload of Pixelorama.
func get_global() -> Global:
return Global
## Returns the DrawingAlgos autoload, contains different drawing algorithms used by Pixelorama.
func get_drawing_algos() -> DrawingAlgos:
return DrawingAlgos
## Gives you a new ShaderImageEffect class. this class can apply shader to an image.[br]
## It contains method:
## [code]generate_image(img: Image, shader: Shader, params: Dictionary, size: Vector2)[/code]
## [br]Whose parameters are identified as:
## [br][param img] --> image that the shader will be pasted to (Empty Image of size same as
## project).
## [br][param shader] --> preload of the shader.
## [br][param params] --> a dictionary of params used by the shader.
## [br][param size] --> It is the project's size.
func get_new_shader_image_effect() -> ShaderImageEffect:
return ShaderImageEffect.new()
## Returns parent of the nodes listed in extension.json -> "nodes".
func get_extensions_node() -> Node:
# node where the nodes listed in "nodes" from extension.json gets placed
return Global.control.get_node("Extensions")
## Returns the main [code]Canvas[/code] node,
## normally used to add a custom preview to the canvas.
func get_canvas() -> Canvas:
return Global.canvas
## Gives ability to add/remove items from menus in the top bar.
class MenuAPI:
enum { FILE, EDIT, SELECT, IMAGE, VIEW, WINDOW, HELP }
@ -127,9 +170,13 @@ class MenuAPI:
return Global.top_menu_container.help_menu_button.get_popup()
return null
## Adds a menu item of title [param item_name] to the [param menu_type] defined by
## [enum @unnamed_enums].
## [br][param item_metadata] is usually a window node you want to appear when you click the
## [param item_name]. That window node should also have a [param menu_item_clicked]
## function inside its script.[br]
## Index of the added item is returned (which can be used to remove menu item later on).
func add_menu_item(menu_type: int, item_name: String, item_metadata, item_id := -1) -> int:
# item_metadata is usually a popup node you want to appear when you click the item_name
# that popup should also have an (menu_item_clicked) function inside its script
var popup_menu: PopupMenu = _get_popup_menu(menu_type)
if not popup_menu:
return -1
@ -141,6 +188,8 @@ class MenuAPI:
ExtensionsApi.add_action("add_menu")
return idx
## Removes a menu item at index [param item_idx] from the [param menu_type] defined by
## [enum @unnamed_enums].
func remove_menu_item(menu_type: int, item_idx: int) -> void:
var popup_menu: PopupMenu = _get_popup_menu(menu_type)
if not popup_menu:
@ -149,29 +198,37 @@ class MenuAPI:
ExtensionsApi.remove_action("add_menu")
## Gives access to common dialog related functions.
class DialogAPI:
## Shows an alert dialog with the given [param text].
## Useful for displaying messages like "Incompatible API" etc...
func show_error(text: String) -> void:
# useful for displaying messages like "Incompatible API" etc...
Global.error_dialog.set_text(text)
Global.error_dialog.popup_centered()
Global.dialog_open(true)
## Returns the node that is the parent of dialogs used in pixelorama.
func get_dialogs_parent_node() -> Node:
return Global.control.get_node("Dialogs")
## Tells pixelorama that some dialog is about to open or close.
func dialog_open(open: bool) -> void:
Global.dialog_open(open)
## Gives access to Tabs and Dockable Container related functions.
class PanelAPI:
func set_tabs_visible(visible: bool) -> void:
## Sets the visibility of dokable tabs.
var tabs_visible: bool:
set(value):
var dockable := _get_dockable_container_ui()
dockable.set_tabs_visible(visible)
func get_tabs_visible() -> bool:
dockable.tabs_visible = value
get:
var dockable := _get_dockable_container_ui()
return dockable.get_tabs_visible()
return dockable.tabs_visible
## Adds the [param node] as a tab. Initially it's placed on the same panel as the tools tab,
## but can be changed through adding custom layouts.
func add_node_as_tab(node: Node) -> void:
var dockable := _get_dockable_container_ui()
var top_menu_container = Global.top_menu_container
@ -201,6 +258,7 @@ class PanelAPI:
dockable.tabs_visible = false
ExtensionsApi.add_action("add_tab")
## Removes the [param node] from the DockableContainer.
func remove_node_from_tab(node: Node) -> void:
var top_menu_container = Global.top_menu_container
var dockable = Global.control.find_child("DockableContainer")
@ -288,20 +346,26 @@ class PanelAPI:
return tabs
## Gives access to theme related functions.
class ThemeAPI:
## Adds the [param theme] to [code]Edit -> Preferences -> Interface -> Themes[/code].
func add_theme(theme: Theme) -> void:
var themes: BoxContainer = Global.preferences_dialog.find_child("Themes")
themes.themes.append(theme)
themes.add_theme(theme)
ExtensionsApi.add_action("add_theme")
## Returns index of the [param theme] in preferences.
func find_theme_index(theme: Theme) -> int:
var themes: BoxContainer = Global.preferences_dialog.find_child("Themes")
return themes.themes.find(theme)
## Returns the current theme resource.
func get_theme() -> Theme:
return Global.control.theme
## Sets a theme located at a given [param idx] in preferences. If theme set successfully then
## return [code]true[/code], else [code]false[/code].
func set_theme(idx: int) -> bool:
var themes: BoxContainer = Global.preferences_dialog.find_child("Themes")
if idx >= 0 and idx < themes.themes.size():
@ -310,21 +374,32 @@ class ThemeAPI:
else:
return false
## Remove the [param theme] from preferences.
func remove_theme(theme: Theme) -> void:
Global.preferences_dialog.themes.remove_theme(theme)
ExtensionsApi.remove_action("add_theme")
## Gives ability to add/remove tools.
class ToolAPI:
# Tool methods
# gdlint: ignore=constant-name
const LayerTypes = Global.LayerTypes
## Adds a tool to pixelorama with name [param tool_name] (without spaces),
## display name [param display_name], tool scene [param scene], layers that the tool works
## on [param layer_types] defined by [constant LayerTypes],
## [param extra_hint] (text that appears when mouse havers tool icon), primary shortcut
## name [param shortcut] and any extra shortcuts [param extra_shortucts].
## [br][br]At the moment extensions can't make their own shortcuts so you can ignore
## [param shortcut] and [param extra_shortucts].
func add_tool(
tool_name: String,
display_name: String,
shortcut: String,
scene: String,
layer_types: PackedInt32Array = [],
extra_hint := "",
extra_shortucts := [],
layer_types: PackedInt32Array = []
shortcut: String = "",
extra_shortucts: PackedStringArray = []
) -> void:
var tool_class := Tools.Tool.new(
tool_name, display_name, shortcut, scene, layer_types, extra_hint, extra_shortucts
@ -333,6 +408,8 @@ class ToolAPI:
Tools.add_tool_button(tool_class)
ExtensionsApi.add_action("add_tool")
## Removes a tool with name [param tool_name]
## and assign Pencil as left tool, Eraser as right tool.
func remove_tool(tool_name: String) -> void:
# Re-assigning the tools in case the tool to be removed is also active
Tools.assign_tool("Pencil", MOUSE_BUTTON_LEFT)
@ -343,20 +420,29 @@ class ToolAPI:
ExtensionsApi.remove_action("add_tool")
## Gives access to pixelorama's selection system.
class SelectionAPI:
## Clears the selection Gizmo.
func clear_selection() -> void:
Global.canvas.selection.clear_selection(true)
## Select the entire region of current cel.
func select_all() -> void:
Global.canvas.selection.select_all()
## Selects a portion defined by [param rect] of the current cel.
## [param operation] influences it's behaviour with previous selection rects
## (0 for adding, 1 for subtracting, 2 for intersection).
func select_rect(rect: Rect2i, operation := 0) -> void:
# 0 for adding, 1 for subtracting, 2 for intersection
Global.canvas.selection.transform_content_confirm()
var undo_data_tmp = Global.canvas.selection.get_undo_data(false)
Global.canvas.selection.select_rect(rect, operation)
Global.canvas.selection.commit_undo("Select", undo_data_tmp)
## Moves a selection to [param destination],
## with content if [param with_content] is [code]true[/code].
## If [param transform_standby] is [code]true[/code] then the transformation will not be
## applied immediatelyunless [kbd]Enter[/kbd] is pressed.
func move_selection(destination: Vector2, with_content := true, transform_standby := false):
if not with_content:
Global.canvas.selection.transform_content_confirm()
@ -369,6 +455,10 @@ class SelectionAPI:
if not transform_standby and with_content:
Global.canvas.selection.transform_content_confirm()
## Resizes the selection to [param new_size],
## with content if [param with_content] is [code]true[/code].
## If [param transform_standby] is [code]true[/code] then the transformation will not be
## applied immediatelyunless [kbd]Enter[/kbd] is pressed.
func resize_selection(new_size: Vector2, with_content := true, transform_standby := false):
if not with_content:
Global.canvas.selection.transform_content_confirm()
@ -381,23 +471,33 @@ class SelectionAPI:
if not transform_standby and with_content:
Global.canvas.selection.transform_content_confirm()
## Inverts the selection gizmo.
func invert() -> void:
Global.canvas.selection.invert()
## Makes a project brush out of the current selection's content.
func make_brush() -> void:
Global.canvas.selection.new_brush()
## Copies the selection content (works in or between pixelorama instances only).
func copy() -> void:
Global.canvas.selection.copy()
## Pastes the selection content.
func paste(in_place := false) -> void:
Global.canvas.selection.paste(in_place)
## Deletes the drawing on current cel enclosed within the selection's area.
func delete_content() -> void:
Global.canvas.selection.delete()
## Gives access to basic project manipulation functions.
class ProjectAPI:
## Creates a new project (with new tab) with name [param name], size [param size],
## fill color [param fill_color] and frames [param frames]. The created project also
## gets returned.[br][br]
## [param frames] is an [Array] of type Frames. Usually it can be left as [code][][/code].
func new_project(
frames := [],
name := tr("untitled"),
@ -416,31 +516,41 @@ class ProjectAPI:
Global.projects.append(new_proj)
return new_proj
## Switches to the tab that contains the [param project].
func switch_to(project: Project):
Global.tabs.current_tab = Global.projects.find(project)
## Returns the project in focus.
func get_current_project() -> Project:
return Global.current_project
## Returns a dictionary containing all the project information.
func get_project_info(project: Project) -> Dictionary:
return project.serialize()
## Returns the current cel.
## Cel type can be checked using function [method get_class_name] inside the cel
## type can be GroupCel, PixelCel, Cel3D, or BaseCel.
func get_current_cel() -> BaseCel:
return get_current_project().get_current_cel()
## Frames are counted from left to right, layers are counted from bottom to top.
## Frames/layers start at "0" and end at [param project.frames.size() - 1] and
## [param project.layers.size() - 1] respectively.
func get_cel_at(project: Project, frame: int, layer: int) -> BaseCel:
# frames from left to right, layers from bottom to top
clampi(frame, 0, project.frames.size() - 1)
clampi(layer, 0, project.layers.size() - 1)
return project.frames[frame].cels[layer]
## Sets an [param image] at [param frame] and [param layer] on the current project.
## Frames are counted from left to right, layers are counted from bottom to top.
func set_pixelcel_image(image: Image, frame: int, layer: int) -> void:
# frames from left to right, layers from bottom to top
if get_cel_at(get_current_project(), frame, layer).get_class_name() == "PixelCel":
OpenSave.open_image_at_cel(image, layer, frame)
else:
print("cel at frame ", frame, ", layer ", layer, " is not a PixelCel")
## Adds a new frame in the current project after frame [param after_frame].
func add_new_frame(after_frame: int):
var project := Global.current_project
if after_frame < project.frames.size() and after_frame >= 0:
@ -451,9 +561,12 @@ class ProjectAPI:
else:
print("invalid (after_frame)")
## Adds a new Layer of name [param name] in the current project above layer [param above_layer]
## ([param above_layer] = 0 is the bottom-most layer and so on).
## [br][param type] = 0 --> PixelLayer,
## [br][param type] = 1 --> GroupLayer,
## [br][param type] = 2 --> 3DLayer
func add_new_layer(above_layer: int, name := "", type := Global.LayerTypes.PIXEL):
# type = 0 --> PixelLayer, type = 1 --> GroupLayer, type = 2 --> 3DLayer
# above_layer = 0 is the bottom-most layer and so on
var project = ExtensionsApi.project.get_current_project()
if above_layer < project.layers.size() and above_layer >= 0:
var old_current = project.current_layer
@ -471,10 +584,22 @@ class ProjectAPI:
print("invalid (above_layer)")
## Gives access to adding custom exporters.
class ExportAPI:
# gdlint: ignore=class-variable-name
var ExportTab := Export.ExportTab
# gdlint: ignore=constant-name
const ExportTab := Export.ExportTab
## [param format_info] has keys: [code]extension[/code] and [code]description[/code]
## whose values are of type [String] e.g:[codeblock]
## format_info = {"extension": ".gif", "description": "GIF Image"}
## [/codeblock]
## [param exporter_generator] is a node with a script containing the method
## [method override_export] which takes 1 argument of type Dictionary which is automatically
## passed to [method override_export] at time of export and contains
## keys: [code]processed_images[/code], [code]durations[/code], [code]export_dialog[/code],
## [code]export_paths[/code], [code]project[/code][br]
## If the value of [param tab] is not in [constant ExportTab] then the format will be added to
## both tabs. Returns the index of exporter, which can be used to remove exporter later.
func add_export_option(
format_info: Dictionary,
exporter_generator: Object,
@ -504,14 +629,21 @@ class ExportAPI:
ExtensionsApi.add_action("add_exporter")
return id
## Removes the exporter with [param id] from Pixelorama.
func remove_export_option(id: int):
if Export.custom_exporter_generators.has(id):
Export.remove_custom_file_format(id)
ExtensionsApi.remove_action("add_exporter")
## Gives access to the basic commonly used signals.
##
## Gives access to the basic commonly used signals.
## Some less common signals are not mentioned in Api but could be accessed through source directly.
class SignalsAPI:
# system to auto-adjust texture_changed to the "current cel"
## This signal is not meant to be used directly.
## Use [method connect_current_cel_texture_changed] instead
signal texture_changed
var _last_cel: BaseCel
@ -530,85 +662,106 @@ class SignalsAPI:
texture_changed.emit()
# GLOBAL SIGNALS
# pixelorama_opened
## connects a signal to [param method] present in [param target], that emits
## when pixelorama is just opened.
func connect_pixelorama_opened(callable: Callable):
Global.pixelorama_opened.connect(callable)
ExtensionsApi.add_action("pixelorama_opened")
## reverse of [method connect_pixelorama_opened].
func disconnect_pixelorama_opened(callable: Callable):
Global.pixelorama_opened.disconnect(callable)
ExtensionsApi.remove_action("pixelorama_opened")
# pixelorama_about_to_close
## connects a signal to [param method] present in [param target], that emits
## when pixelorama is about to close.
func connect_pixelorama_about_to_close(callable: Callable):
Global.pixelorama_about_to_close.connect(callable)
ExtensionsApi.add_action("pixelorama_about_to_close")
## reverse of [method connect_pixelorama_about_to_close].
func disconnect_pixelorama_about_to_close(callable: Callable):
Global.pixelorama_about_to_close.disconnect(callable)
ExtensionsApi.remove_action("pixelorama_about_to_close")
# project_created -> signal has argument of type "Project"
## connects a signal to [param method] present in [param target], that emits
## whenever a new project is created.[br]
## [b]Binds: [/b]It has one bind of type [code]Project[/code] which is the newly created project
func connect_project_created(callable: Callable):
Global.project_created.connect(callable)
ExtensionsApi.add_action("project_created")
## reverse of [method connect_project_created].
func disconnect_project_created(callable: Callable):
Global.project_created.disconnect(callable)
ExtensionsApi.remove_action("project_created")
# project_saved
## connects a signal to [param method] present in [param target], that emits
## whenever project is about to be saved.
func connect_project_about_to_save(callable: Callable):
Global.project_saved.connect(callable)
ExtensionsApi.add_action("project_saved")
## reverse of [method connect_project_about_to_save].
func disconnect_project_saved(callable: Callable):
Global.project_saved.disconnect(callable)
ExtensionsApi.remove_action("project_saved")
# project_changed
## connects a signal to [param method] present in [param target], that emits
## whenever you switch to some other project.
func connect_project_changed(callable: Callable):
Global.project_changed.connect(callable)
ExtensionsApi.add_action("project_changed")
## reverse of [method connect_project_changed].
func disconnect_project_changed(callable: Callable):
Global.project_changed.disconnect(callable)
ExtensionsApi.remove_action("project_changed")
# cel_changed
## connects a signal to [param method] present in [param target], that emits
## whenever you select a different cel.
func connect_cel_changed(callable: Callable):
Global.cel_changed.connect(callable)
ExtensionsApi.add_action("cel_changed")
## reverse of [method connect_cel_changed].
func disconnect_cel_changed(callable: Callable):
Global.cel_changed.disconnect(callable)
ExtensionsApi.remove_action("cel_changed")
# TOOL SIGNALs
# cel_changed
# TOOL SIGNALS
## connects a signal to [param method] present in [param target], that emits
## whenever a tool changes color.
func connect_tool_color_changed(callable: Callable):
Tools.color_changed.connect(callable)
ExtensionsApi.add_action("color_changed")
## reverse of [method connect_tool_color_changed].
func disconnect_tool_color_changed(callable: Callable):
Tools.color_changed.disconnect(callable)
ExtensionsApi.remove_action("color_changed")
# UPDATER SIGNALS
# current_cel_texture_changed
## connects a signal to [param method] present in [param target], that emits
## whenever texture of the currently focused cel changes.
func connect_current_cel_texture_changed(callable: Callable):
texture_changed.connect(callable)
ExtensionsApi.add_action("texture_changed")
## reverse of [method connect_current_cel_texture_changed].
func disconnect_current_cel_texture_changed(callable: Callable):
texture_changed.disconnect(callable)
ExtensionsApi.remove_action("texture_changed")
# Export dialog signals
## connects a signal to [param method] present in [param target], that emits
## whenever preview is about to be drawn.[br]
## [b]Binds: [/b]It has one bind of type [Dictionary] with keys: [code]exporter_id[/code],
## [code]export_tab[/code], [code]preview_images[/code], [code]durations[/code]
func connect_export_about_to_preview(target: Object, method: String):
Global.export_dialog.about_to_preview.connect(Callable(target, method))
ExtensionsApi.add_action("export_about_to_preview")
## reverse of [method connect_export_about_to_preview].
func disconnect_export_about_to_preview(target: Object, method: String):
Global.export_dialog.about_to_preview.disconnect(Callable(target, method))
ExtensionsApi.remove_action("export_about_to_preview")

View file

@ -1,13 +1,55 @@
class_name AnimationTag
extends RefCounted
## A class for frame tag properties
##
## A tag indicates an animation of your sprite. Using several tags you can organize different
## animations of your sprite.[br]
## Here is an example of how a new tag may be created ([b]without[/b] any undo-redo functionality)
##[codeblock]
##func create_tag(tag_name: StringName, color: Color, from: int, to: int):
## var tags_list = Global.current_project.animation_tags.duplicate()
## var new_tag = AnimationTag.new(tag_name, color, from, to)
## tags_list.append(new_tag)
## # now make it the new animation_tags (so that the setter is called to update UI)
## Global.current_project.animation_tags = tags_list
## [/codeblock]
## Here is an example of how a new tag may be created ([b]with[/b] undo-redo functionality)
## [codeblock]
##func create_tag(tag_name: StringName, color: Color, from: int, to: int):
## var new_animation_tags := Global.current_project.animation_tags.duplicate()
## # Loop through the tags to create new classes for them, so that they won't be the same
## # as Global.current_project.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
## )
##
## new_animation_tags.append(AnimationTag.new(tag_name, color, from, to))
##
## # Handle Undo/Redo
## Global.current_project.undos += 1
## Global.current_project.undo_redo.create_action("Adding a Tag")
## Global.current_project.undo_redo.add_do_method(Global.general_redo)
## Global.current_project.undo_redo.add_undo_method(Global.general_undo)
## Global.current_project.undo_redo.add_do_property(
## Global.current_project, "animation_tags", new_animation_tags
## )
## Global.current_project.undo_redo.add_undo_property(
## Global.current_project, "animation_tags", Global.current_project.animation_tags
## )
## Global.current_project.undo_redo.commit_action()
## [/codeblock]
var name: String
var color: Color
var from: int
var to: int
var name: String ## Name of tag
var color: Color ## Color of tag
var from: int ## First frame number in the tag (first frame in timeline is numbered 1)
var to: int ## First frame number in the tag (first frame in timeline is numbered 1)
## Class Constructor (used as [code]AnimationTag.new(name, color, from, to)[/code])
func _init(_name, _color, _from, _to) -> void:
name = _name
color = _color

View file

@ -3,14 +3,17 @@ extends RefCounted
## Base class for cel properties.
## The term "cel" comes from "celluloid" (https://en.wikipedia.org/wiki/Cel).
signal texture_changed
signal texture_changed ## Emitted whenever cel's tecture is changed
var opacity := 1.0
var opacity := 1.0 ## Opacity/Transparency of the cel.
## The image stored in the cel.
var image_texture: Texture2D:
get = _get_image_texture
## If the cel is linked a ref to the link set Dictionary this cel is in, or null if not linked:
var link_set = null ## { "cels": Array, "hue": float } or null
var transformed_content: Image ## Used in transformations (moving, scaling etc with selections)
## If the cel is linked then this contains a reference to the link set [Dictionary] this cel is in:
## [param { "cels": Array, "hue": float }].
## [br] If the cel is not linked then it is [code]null[/code].
var link_set = null # { "cels": Array, "hue": float } or null
var transformed_content: Image ## Used in transformations (moving, scaling etc with selections).
# Methods to Override:
@ -20,33 +23,41 @@ func _get_image_texture() -> Texture2D:
## The content methods deal with the unique content of each cel type. For example, an Image for
## PixelLayers, or a Dictionary of settings for a procedural layer type, and null for Groups.
## PixelCel, or a Dictionary of settings for a procedural layer type, and null for Groups.
## Can be used for linking/unlinking cels, copying, and deleting content
func get_content():
func get_content() -> Variant:
return null
## The content methods deal with the unique content of each cel type. For example, an Image for
## PixelCel, or a Dictionary of settings for a procedural layer type, and null for Groups.
## Can be used for linking/unlinking cels, copying, and deleting content.
func set_content(_content, _texture: ImageTexture = null) -> void:
return
## Can be used to delete the content of the cel with set_content
## (using the old content from get_content as undo data)
func create_empty_content():
## The content methods deal with the unique content of each cel type. For example, an Image for
## PixelCel, or a Dictionary of settings for a procedural layer type, and null for Groups.
## Can be used to delete the content of the cel with [method set_content]
## (using the old content from get_content as undo data).
func create_empty_content() -> Variant:
return []
## Can be used for creating copy content for copying cels or unlinking cels
func copy_content():
## The content methods deal with the unique content of each cel type. For example, an Image for
## PixelCel, or a Dictionary of settings for a procedural layer type, and null for Groups.
## Can be used for creating copy content for copying cels or unlinking cels.
func copy_content() -> Variant:
return []
## Returns the image var for image based cel types, or a render for procedural types.
## Returns the image of image based cel types, or a render for procedural types.
## It's meant for read-only usage of image data, such as copying selections or color picking.
func get_image() -> Image:
return null
## Used to update the texture of the cel.
func update_texture() -> void:
texture_changed.emit()
if link_set != null:
@ -57,29 +68,36 @@ func update_texture() -> void:
cel.texture_changed.emit()
## Returns a curated [Dictionary] containing the cel data.
func serialize() -> Dictionary:
return {"opacity": opacity}
## Sets the cel data according to a curated [Dictionary] obtained from [method serialize].
func deserialize(dict: Dictionary) -> void:
opacity = dict["opacity"]
## Used to save cel image/thumbnail during saving of a pxo file.
func save_image_data_to_pxo(_file: FileAccess) -> void:
return
## Used to load cel image/thumbnail during loading of a pxo file.
func load_image_data_from_pxo(_file: FileAccess, _project_size: Vector2i) -> void:
return
## Used to perform cleanup after a cel is removed.
func on_remove() -> void:
pass
## Returns an instance of the cel button that will be added to the timeline.
func instantiate_cel_button() -> Node:
return null
## Returns to get the type of the cel class.
func get_class_name() -> String:
return "BaseCel"

View file

@ -28,14 +28,14 @@ enum BlendModes {
LUMINOSITY ## Uses the blend luminosity while preserving the base hue and saturation.
}
var name := ""
var project: Project
var index: int
var parent: BaseLayer
var blend_mode := BlendModes.NORMAL
var visible := true
var locked := false
var new_cels_linked := false
var name := "" ## Name of the layer.
var project: Project ## Project, the layer belongs to.
var index: int ## Index of layer in the timeline.
var parent: BaseLayer ## Parent of the layer.
var visible := true ## Sets visibility of the layer.
var locked := false ## Images of a locked layer won't be overritten.
var new_cels_linked := false ## Determines if new cel of the layer should be linked or not.
var blend_mode := BlendModes.NORMAL ## Blend mode of the current layer.
var cel_link_sets: Array[Dictionary] = [] ## Each Dictionary represents a cel's "link set"
@ -48,6 +48,8 @@ func is_ancestor_of(layer: BaseLayer) -> bool:
return false
## Returns an [Array] of layers that are children of this layer.
## The process is recursive if [param recursive] is [code]true[/code].
func get_children(recursive: bool) -> Array[BaseLayer]:
var children: Array[BaseLayer] = []
if recursive:
@ -61,6 +63,8 @@ func get_children(recursive: bool) -> Array[BaseLayer]:
return children
## Returns the number of child nodes.
## The process is recursive if [param recursive] is [code]true[/code].
func get_child_count(recursive: bool) -> int:
var count := 0
if recursive:
@ -74,36 +78,46 @@ func get_child_count(recursive: bool) -> int:
return count
## Tells if the layer has child layers ([code]true[/code]) or not ([code]false[/code]).
func has_children() -> bool:
if index == 0:
return false
return project.layers[index - 1].parent == self
## Tells if the layer is expanded ([code]true[/code]) or collapsed ([code]false[/code])
## in the hierarchy.
func is_expanded_in_hierarchy() -> bool:
if is_instance_valid(parent):
# "expanded" variable is located in GroupLayer.gd
return parent.expanded and parent.is_expanded_in_hierarchy()
return true
## Tells if the layer's content is visible ([code]true[/code]) or hidden ([code]false[/code])
## in the layer tree. This is influenced by the eye button.
func is_visible_in_hierarchy() -> bool:
if is_instance_valid(parent) and visible:
return parent.is_visible_in_hierarchy()
return visible
## Tells if the layer's content is locked ([code]true[/code]) or not ([code]false[/code])
## in the layer tree. This is influenced by the lock button.
func is_locked_in_hierarchy() -> bool:
if is_instance_valid(parent) and not locked:
return parent.is_locked_in_hierarchy()
return locked
## Returns the number of parents above this layer.
func get_hierarchy_depth() -> int:
if is_instance_valid(parent):
return parent.get_hierarchy_depth() + 1
return 0
## Returns the path of the layer in the timeline as a [String]
func get_layer_path() -> String:
if is_instance_valid(parent):
return str(parent.get_layer_path(), "/", name)
@ -151,6 +165,7 @@ func link_cel(cel: BaseCel, link_set = null) -> void:
# Methods to Override:
## Returns a curated [Dictionary] containing the layer data.
func serialize() -> Dictionary:
assert(index == project.layers.find(self))
var dict := {
@ -172,6 +187,7 @@ func serialize() -> Dictionary:
return dict
## Sets the layer data according to a curated [Dictionary] obtained from [method serialize].
func deserialize(dict: Dictionary) -> void:
name = dict.name
visible = dict.visible
@ -194,25 +210,33 @@ func deserialize(dict: Dictionary) -> void:
cel_link_sets.append(link_set)
## Returns a layer type that is one of the [param LayerTypes]
## enum in ["src/Autoload/Global.gd"] Autoload.
func get_layer_type() -> int:
return -1
## Returns a new empty [BaseCel]
func new_empty_cel() -> BaseCel:
return null
## Sets layer name to the default name followed by [param number].
func set_name_to_default(number: int) -> void:
name = tr("Layer") + " %s" % number
## Tells if the user is allowed to draw on current layer ([code]true[/code])
## or not ([code]false[/code]).
func can_layer_get_drawn() -> bool:
return false
## Tells if the layer allows child layers ([code]true[/code]) or not ([code]true[/code])
func accepts_child(_layer: BaseLayer) -> bool:
return false
## Returns an instance of the layer button that will be added to the timeline.
func instantiate_layer_button() -> Node:
return null

View file

@ -5,13 +5,16 @@ signal selected_object(object)
signal scene_property_changed
signal objects_changed
var size: Vector2i
var viewport: SubViewport
var parent_node: Node3D
var camera: Camera3D
var size: Vector2i ## Size of the image rendered by the cel.
var viewport: SubViewport ## SubViewport used by the cel.
var parent_node: Node3D ## Parent node of the 3d objects placed in the cel.
var camera: Camera3D ## Camera that is used to render the Image.
## A [Dictionary] of the scene properties such as [param ambient_light_color] etc...
var scene_properties := {}
## Key = Cel3DObject's id, Value = Dictionary containing the properties of the Cel3DObject
## Keys are the ids of all [Cel3DObject]'s present in the scene, and their corresponding values
## point to a [Dictionary] containing the properties of that [Cel3DObject].
var object_properties := {}
## The currently selected [Cel3DObject].
var selected: Cel3DObject = null:
set(value):
if value == selected:
@ -22,9 +25,10 @@ var selected: Cel3DObject = null:
if is_instance_valid(selected): # Select new object
selected.select()
selected_object.emit(value)
var current_object_id := 0 ## Its value never decreases
var current_object_id := 0 ## Its value never decreases.
## Class Constructor (used as [code]Cel3D.new(size, from_pxo, object_prop, scene_prop)[/code])
func _init(_size: Vector2i, from_pxo := false, _object_prop := {}, _scene_prop := {}) -> void:
size = _size
object_properties = _object_prop