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Selection fixes (#527)
* Fix for multiple cel selection issue Now it will only apply selection to the selected cels that are **visible and unlocked** * Fix for loss of selection data This will hopefully fix the selection data loss on toggling layer buttons
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@ -472,6 +472,7 @@ func transform_content_confirm() -> void:
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var frame : int = cel_index[0]
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var frame : int = cel_index[0]
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var layer : int = cel_index[1]
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var layer : int = cel_index[1]
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if frame < project.frames.size() and layer < project.layers.size():
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if frame < project.frames.size() and layer < project.layers.size():
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if Global.current_project.layers[layer].can_layer_get_drawn():
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var cel_image : Image = project.frames[frame].cels[layer].image
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var cel_image : Image = project.frames[frame].cels[layer].image
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var src : Image = preview_image
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var src : Image = preview_image
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if not is_pasting and not (frame == project.current_frame and layer == project.current_layer):
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if not is_pasting and not (frame == project.current_frame and layer == project.current_layer):
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@ -94,15 +94,18 @@ func save_layer_name(new_name : String) -> void:
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func _on_VisibilityButton_pressed() -> void:
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func _on_VisibilityButton_pressed() -> void:
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Global.canvas.selection.transform_content_confirm()
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Global.current_project.layers[layer].visible = !Global.current_project.layers[layer].visible
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Global.current_project.layers[layer].visible = !Global.current_project.layers[layer].visible
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Global.canvas.update()
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Global.canvas.update()
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func _on_LockButton_pressed() -> void:
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func _on_LockButton_pressed() -> void:
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Global.canvas.selection.transform_content_confirm()
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Global.current_project.layers[layer].locked = !Global.current_project.layers[layer].locked
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Global.current_project.layers[layer].locked = !Global.current_project.layers[layer].locked
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func _on_LinkButton_pressed() -> void:
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func _on_LinkButton_pressed() -> void:
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Global.canvas.selection.transform_content_confirm()
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Global.current_project.layers[layer].new_cels_linked = !Global.current_project.layers[layer].new_cels_linked
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Global.current_project.layers[layer].new_cels_linked = !Global.current_project.layers[layer].new_cels_linked
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if Global.current_project.layers[layer].new_cels_linked && !Global.current_project.layers[layer].linked_cels:
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if Global.current_project.layers[layer].new_cels_linked && !Global.current_project.layers[layer].linked_cels:
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# If button is pressed and there are no linked cels in the layer
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# If button is pressed and there are no linked cels in the layer
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