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Implemented locking/unlocking layers

When a layer is locked, no changes can be made to it.
This commit is contained in:
OverloadedOrama 2020-03-09 03:26:13 +02:00
parent f02afbe371
commit 7a008cfc3f
31 changed files with 470 additions and 22 deletions

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@ -1,8 +1,10 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=6 format=2]
[ext_resource path="res://Scripts/LayerContainer.gd" type="Script" id=1]
[ext_resource path="res://Assets/Graphics/Dark Themes/Layers/Layer_Visible.png" type="Texture" id=2]
[ext_resource path="res://Assets/Graphics/Dark Themes/Layers/Layer_Visible_Hover.png" type="Texture" id=3]
[ext_resource path="res://Assets/Graphics/Dark Themes/Layers/Unlock_Hover.png" type="Texture" id=4]
[ext_resource path="res://Assets/Graphics/Dark Themes/Layers/Unlock.png" type="Texture" id=5]
[node name="LayerContainer" type="Button"]
margin_right = 210.0
@ -25,7 +27,7 @@ __meta__ = {
}
[node name="LayerButtons" type="HBoxContainer" parent="HBoxContainer"]
margin_right = 32.0
margin_right = 68.0
margin_bottom = 36.0
[node name="VisibilityButton" type="TextureButton" parent="HBoxContainer/LayerButtons" groups=[
@ -41,11 +43,25 @@ size_flags_vertical = 4
texture_normal = ExtResource( 2 )
texture_hover = ExtResource( 3 )
[node name="LayerName" type="HBoxContainer" parent="HBoxContainer"]
[node name="LockButton" type="TextureButton" parent="HBoxContainer/LayerButtons" groups=[
"UIButtons",
]]
margin_left = 36.0
margin_top = 2.0
margin_right = 68.0
margin_bottom = 34.0
hint_tooltip = "Lock/unlock layer."
mouse_default_cursor_shape = 2
size_flags_horizontal = 0
size_flags_vertical = 4
texture_normal = ExtResource( 5 )
texture_hover = ExtResource( 4 )
[node name="LayerName" type="HBoxContainer" parent="HBoxContainer"]
margin_left = 72.0
margin_right = 212.0
margin_bottom = 36.0
rect_min_size = Vector2( 176, 0 )
rect_min_size = Vector2( 140, 0 )
mouse_default_cursor_shape = 2
size_flags_horizontal = 0
alignment = 1
@ -55,7 +71,7 @@ __meta__ = {
[node name="Label" type="Label" parent="HBoxContainer/LayerName"]
margin_top = 11.0
margin_right = 176.0
margin_right = 140.0
margin_bottom = 25.0
size_flags_horizontal = 3
text = "Layer 0"
@ -76,3 +92,4 @@ caret_blink = true
caret_blink_speed = 0.5
[connection signal="pressed" from="." to="." method="_on_LayerContainer_pressed"]
[connection signal="pressed" from="HBoxContainer/LayerButtons/VisibilityButton" to="." method="_on_VisibilityButton_pressed"]
[connection signal="pressed" from="HBoxContainer/LayerButtons/LockButton" to="." method="_on_LockButton_pressed"]

View file

@ -146,8 +146,8 @@ func add_layer(is_new := true) -> void:
var new_layers : Array = Global.layers.duplicate()
# Store [Layer name, Layer visibility boolean, Frame container]
new_layers.append([layer_name, true, HBoxContainer.new()])
# Store [Layer name, Layer visibility boolean, Layer lock boolean, Frame container]
new_layers.append([layer_name, true, false, HBoxContainer.new()])
Global.undos += 1
Global.undo_redo.create_action("Add Layer")
@ -156,7 +156,7 @@ func add_layer(is_new := true) -> void:
var new_layer := Image.new()
if is_new:
new_layer.create(c.size.x, c.size.y, false, Image.FORMAT_RGBA8)
else: # clone layer
else: # Clone layer
new_layer.copy_from(c.layers[Global.current_layer][0])
new_layer.lock()

View file

@ -180,7 +180,7 @@ func _input(event : InputEvent) -> void:
can_undo = true
current_pixel = get_local_mouse_position() + location
if Global.current_frame != frame:
if Global.current_frame != frame || Global.layers[Global.current_layer][2]:
previous_mouse_pos = current_pixel
previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x)
previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y)
@ -493,7 +493,7 @@ func update_texture(layer_index : int) -> void:
layers[layer_index][1].create_from_image(layers[layer_index][0], 0)
var frame_texture_rect : TextureRect
frame_texture_rect = Global.find_node_by_name(Global.layers[layer_index][2].get_child(frame),"FrameTexture")
frame_texture_rect = Global.find_node_by_name(Global.layers[layer_index][3].get_child(frame),"FrameTexture")
frame_texture_rect.texture = layers[layer_index][1]
func pencil_and_eraser(sprite : Image, mouse_pos : Vector2, color : Color, current_mouse_button : String, current_action := "None") -> void:

View file

@ -371,8 +371,8 @@ func _ready() -> void:
error_dialog = find_node_by_name(root, "ErrorDialog")
# Store [Layer name, Layer visibility boolean, Frame container]
layers.append([tr("Layer") + " 0", true, HBoxContainer.new()])
# Store [Layer name, Layer visibility boolean, Layer lock boolean, Frame container]
layers.append([tr("Layer") + " 0", true, false, HBoxContainer.new()])
# Thanks to https://godotengine.org/qa/17524/how-to-find-an-instanced-scene-by-its-name
func find_node_by_name(root, node_name) -> Node:
@ -477,7 +477,7 @@ func canvases_changed(value : Array) -> void:
frame_id.queue_free()
for i in range(layers.size() - 1, -1, -1):
frames_container.add_child(layers[i][2])
frames_container.add_child(layers[i][3])
for j in range(canvases.size()):
var label := Label.new()
@ -492,7 +492,7 @@ func canvases_changed(value : Array) -> void:
frame_button.layer = i
frame_button.get_child(0).texture = Global.canvases[j].layers[i][1]
layers[i][2].add_child(frame_button)
layers[i][3].add_child(frame_button)
func layers_changed(value : Array) -> void:
layers = value
@ -516,14 +516,14 @@ func layers_changed(value : Array) -> void:
layer_container.label.text = layers[i][0]
layer_container.line_edit.text = layers[i][0]
frames_container.add_child(layers[i][2])
frames_container.add_child(layers[i][3])
for j in range(canvases.size()):
var frame_button = load("res://Prefabs/FrameButton.tscn").instance()
frame_button.frame = j
frame_button.layer = i
frame_button.get_child(0).texture = Global.canvases[j].layers[i][1]
layers[i][2].add_child(frame_button)
layers[i][3].add_child(frame_button)
var layer_button = layers_container.get_child(layers_container.get_child_count() - 1 - current_layer)
layer_button.pressed = true
@ -556,16 +556,16 @@ func frame_changed(value : int) -> void:
text_color = Color.black
frame_ids.get_child(i).add_color_override("font_color", text_color)
for layer in layers:
if i < layer[2].get_child_count():
layer[2].get_child(i).pressed = false
if i < layer[3].get_child_count():
layer[3].get_child(i).pressed = false
i += 1
# Select the new canvas/frame
canvas = canvases[current_frame]
canvas.visible = true
frame_ids.get_child(current_frame).add_color_override("font_color", Color("#3c5d75"))
if current_frame < layers[current_layer][2].get_child_count():
layers[current_layer][2].get_child(current_frame).pressed = true
if current_frame < layers[current_layer][3].get_child_count():
layers[current_layer][3].get_child(current_frame).pressed = true
func layer_changed(value : int) -> void:
current_layer = value

View file

@ -3,11 +3,13 @@ extends Button
var i := 0
var visibility_button : BaseButton
var lock_button : BaseButton
var label : Label
var line_edit : LineEdit
func _ready() -> void:
visibility_button = Global.find_node_by_name(self, "VisibilityButton")
lock_button = Global.find_node_by_name(self, "LockButton")
label = Global.find_node_by_name(self, "Label")
line_edit = Global.find_node_by_name(self, "LineEdit")
@ -18,6 +20,13 @@ func _ready() -> void:
visibility_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Layer_Invisible.png" % Global.theme_type)
visibility_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Layer_Invisible_Hover.png" % Global.theme_type)
if Global.layers[i][2]:
lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Lock.png" % Global.theme_type)
lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Lock_Hover.png" % Global.theme_type)
else:
lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlock.png" % Global.theme_type)
lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlock_Hover.png" % Global.theme_type)
func _input(event : InputEvent) -> void:
if event.is_action_released("ui_accept") && line_edit.visible && event.scancode != KEY_SPACE:
label.visible = true
@ -51,3 +60,13 @@ func _on_VisibilityButton_pressed() -> void:
visibility_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Layer_Visible.png" % Global.theme_type)
visibility_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Layer_Visible_Hover.png" % Global.theme_type)
Global.canvas.update()
func _on_LockButton_pressed() -> void:
if Global.layers[i][2]:
Global.layers[i][2] = false
lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlock.png" % Global.theme_type)
lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlock_Hover.png" % Global.theme_type)
else:
Global.layers[i][2] = true
lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Lock.png" % Global.theme_type)
lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Lock_Hover.png" % Global.theme_type)

View file

@ -407,8 +407,9 @@ func _on_OpenSprite_file_selected(path : String) -> void:
while global_layer_line == ".":
var layer_name := file.get_line()
var layer_visibility := file.get_8()
# Store [Layer name, Layer visibility boolean, Frame container]
Global.layers.append([layer_name, layer_visibility, HBoxContainer.new()])
var layer_lock := file.get_8()
# Store [Layer name, Layer visibility boolean, Layer lock boolean, Frame container]
Global.layers.append([layer_name, layer_visibility, layer_lock, HBoxContainer.new()])
global_layer_line = file.get_line()
var frame_line := file.get_line()
@ -519,6 +520,7 @@ func _on_SaveSprite_file_selected(path : String) -> void:
file.store_line(".")
file.store_line(layer[0]) # Layer name
file.store_8(layer[1]) # Layer visibility
file.store_8(layer[2]) # Layer lock
file.store_line("END_GLOBAL_LAYERS")
for canvas in Global.canvases: # Store frames

View file

@ -19,6 +19,8 @@ func _ready() -> void:
# warning-ignore:unused_argument
func _process(delta : float) -> void:
if Global.layers[Global.current_layer][2]:
return
var mouse_pos: Vector2 = get_local_mouse_position() - Global.canvas.location
var mouse_pos_floored := mouse_pos.floor()
var start_pos := polygon[0]