mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-02-20 12:33:14 +00:00
Remove Global.animation_timer
This commit is contained in:
parent
dddcfed3c4
commit
b9bf8290b0
5 changed files with 24 additions and 29 deletions
|
@ -626,8 +626,6 @@ var cel_button_scene: PackedScene = load("res://src/UI/Timeline/CelButton.tscn")
|
|||
@onready var cursor_position_label: Label = top_menu_container.find_child("CursorPosition")
|
||||
## The animation timeline. It has the [param AnimationTimeline.gd] script attached.
|
||||
@onready var animation_timeline: Panel = control.find_child("Animation Timeline")
|
||||
## The timer used by the animation timeline.
|
||||
@onready var animation_timer: Timer = animation_timeline.find_child("AnimationTimer")
|
||||
## The container of frame buttons
|
||||
@onready var frame_hbox: HBoxContainer = animation_timeline.find_child("FrameHBox")
|
||||
## The container of layer buttons
|
||||
|
|
|
@ -238,7 +238,7 @@ func commit_undo() -> void:
|
|||
var project := Global.current_project
|
||||
var frame := -1
|
||||
var layer := -1
|
||||
if Global.animation_timer.is_stopped() and project.selected_cels.size() == 1:
|
||||
if Global.animation_timeline.animation_timer.is_stopped() and project.selected_cels.size() == 1:
|
||||
frame = project.current_frame
|
||||
layer = project.current_layer
|
||||
|
||||
|
@ -694,7 +694,7 @@ func _get_undo_data() -> Dictionary:
|
|||
var data := {}
|
||||
var project := Global.current_project
|
||||
var cels: Array[BaseCel] = []
|
||||
if Global.animation_timer.is_stopped():
|
||||
if Global.animation_timeline.animation_timer.is_stopped():
|
||||
for cel_index in project.selected_cels:
|
||||
cels.append(project.frames[cel_index[0]].cels[cel_index[1]])
|
||||
else:
|
||||
|
|
|
@ -487,7 +487,7 @@ func commit_undo() -> void:
|
|||
var project := Global.current_project
|
||||
var frame := -1
|
||||
var layer := -1
|
||||
if Global.animation_timer.is_stopped() and project.selected_cels.size() == 1:
|
||||
if Global.animation_timeline.animation_timer.is_stopped() and project.selected_cels.size() == 1:
|
||||
frame = project.current_frame
|
||||
layer = project.current_layer
|
||||
|
||||
|
@ -502,7 +502,7 @@ func commit_undo() -> void:
|
|||
|
||||
func _get_undo_data() -> Dictionary:
|
||||
var data := {}
|
||||
if Global.animation_timer.is_stopped():
|
||||
if Global.animation_timeline.animation_timer.is_stopped():
|
||||
var images := _get_selected_draw_images()
|
||||
for image in images:
|
||||
data[image] = image.data
|
||||
|
|
|
@ -128,7 +128,7 @@ func _commit_undo(action: String) -> void:
|
|||
var project := Global.current_project
|
||||
var frame := -1
|
||||
var layer := -1
|
||||
if Global.animation_timer.is_stopped() and project.selected_cels.size() == 1:
|
||||
if Global.animation_timeline.animation_timer.is_stopped() and project.selected_cels.size() == 1:
|
||||
frame = project.current_frame
|
||||
layer = project.current_layer
|
||||
|
||||
|
@ -145,7 +145,7 @@ func _get_undo_data() -> Dictionary:
|
|||
var data := {}
|
||||
var project := Global.current_project
|
||||
var cels: Array[BaseCel] = []
|
||||
if Global.animation_timer.is_stopped():
|
||||
if Global.animation_timeline.animation_timer.is_stopped():
|
||||
for cel_index in project.selected_cels:
|
||||
cels.append(project.frames[cel_index[0]].cels[cel_index[1]])
|
||||
else:
|
||||
|
|
|
@ -28,6 +28,7 @@ var global_layer_visibility := true
|
|||
var global_layer_lock := false
|
||||
var global_layer_expand := true
|
||||
|
||||
@onready var animation_timer := $AnimationTimer as Timer
|
||||
@onready var old_scroll := 0 ## The previous scroll state of $ScrollContainer.
|
||||
@onready var tag_spacer := %TagSpacer as Control
|
||||
@onready var layer_settings_container := %LayerSettingsContainer as VBoxContainer
|
||||
|
@ -69,7 +70,7 @@ func _ready() -> void:
|
|||
cel_size_slider.value = cel_size
|
||||
add_layer_list.get_popup().id_pressed.connect(add_layer)
|
||||
frame_scroll_bar.value_changed.connect(_frame_scroll_changed)
|
||||
Global.animation_timer.wait_time = 1 / Global.current_project.fps
|
||||
animation_timer.wait_time = 1 / Global.current_project.fps
|
||||
fps_spinbox.value = Global.current_project.fps
|
||||
_fill_blend_modes_option_button()
|
||||
# Config loading.
|
||||
|
@ -651,7 +652,7 @@ func _on_AnimationTimer_timeout() -> void:
|
|||
if first_frame == last_frame:
|
||||
play_forward.button_pressed = false
|
||||
play_backwards.button_pressed = false
|
||||
Global.animation_timer.stop()
|
||||
animation_timer.stop()
|
||||
return
|
||||
|
||||
Global.canvas.selection.transform_content_confirm()
|
||||
|
@ -661,25 +662,23 @@ func _on_AnimationTimer_timeout() -> void:
|
|||
if project.current_frame < last_frame:
|
||||
project.selected_cels.clear()
|
||||
project.change_cel(project.current_frame + 1, -1)
|
||||
Global.animation_timer.wait_time = (
|
||||
project.frames[project.current_frame].duration * (1 / fps)
|
||||
)
|
||||
Global.animation_timer.start() # Change the frame, change the wait time and start a cycle
|
||||
animation_timer.wait_time = project.frames[project.current_frame].duration * (1.0 / fps)
|
||||
animation_timer.start() # Change the frame, change the wait time and start a cycle
|
||||
else:
|
||||
match animation_loop:
|
||||
0: # No loop
|
||||
play_forward.button_pressed = false
|
||||
play_backwards.button_pressed = false
|
||||
Global.animation_timer.stop()
|
||||
animation_timer.stop()
|
||||
animation_finished.emit()
|
||||
is_animation_running = false
|
||||
1: # Cycle loop
|
||||
project.selected_cels.clear()
|
||||
project.change_cel(first_frame, -1)
|
||||
Global.animation_timer.wait_time = (
|
||||
animation_timer.wait_time = (
|
||||
project.frames[project.current_frame].duration * (1 / fps)
|
||||
)
|
||||
Global.animation_timer.start()
|
||||
animation_timer.start()
|
||||
2: # Ping pong loop
|
||||
animation_forward = false
|
||||
_on_AnimationTimer_timeout()
|
||||
|
@ -688,25 +687,23 @@ func _on_AnimationTimer_timeout() -> void:
|
|||
if project.current_frame > first_frame:
|
||||
project.selected_cels.clear()
|
||||
project.change_cel(project.current_frame - 1, -1)
|
||||
Global.animation_timer.wait_time = (
|
||||
project.frames[project.current_frame].duration * (1 / fps)
|
||||
)
|
||||
Global.animation_timer.start()
|
||||
animation_timer.wait_time = project.frames[project.current_frame].duration * (1.0 / fps)
|
||||
animation_timer.start()
|
||||
else:
|
||||
match animation_loop:
|
||||
0: # No loop
|
||||
play_backwards.button_pressed = false
|
||||
play_forward.button_pressed = false
|
||||
Global.animation_timer.stop()
|
||||
animation_timer.stop()
|
||||
animation_finished.emit()
|
||||
is_animation_running = false
|
||||
1: # Cycle loop
|
||||
project.selected_cels.clear()
|
||||
project.change_cel(last_frame, -1)
|
||||
Global.animation_timer.wait_time = (
|
||||
animation_timer.wait_time = (
|
||||
project.frames[project.current_frame].duration * (1 / fps)
|
||||
)
|
||||
Global.animation_timer.start()
|
||||
animation_timer.start()
|
||||
2: # Ping pong loop
|
||||
animation_forward = true
|
||||
_on_AnimationTimer_timeout()
|
||||
|
@ -746,16 +743,16 @@ func play_animation(play: bool, forward_dir: bool) -> void:
|
|||
play_forward.toggled.connect(_on_PlayForward_toggled)
|
||||
|
||||
if play:
|
||||
Global.animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing
|
||||
animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing
|
||||
var duration: float = (
|
||||
Global.current_project.frames[Global.current_project.current_frame].duration
|
||||
)
|
||||
Global.animation_timer.wait_time = duration * (1 / Global.current_project.fps)
|
||||
Global.animation_timer.start()
|
||||
animation_timer.wait_time = duration * (1 / Global.current_project.fps)
|
||||
animation_timer.start()
|
||||
animation_forward = forward_dir
|
||||
animation_started.emit(forward_dir)
|
||||
else:
|
||||
Global.animation_timer.stop()
|
||||
animation_timer.stop()
|
||||
animation_finished.emit()
|
||||
|
||||
is_animation_running = play
|
||||
|
@ -791,7 +788,7 @@ func _on_FirstFrame_pressed() -> void:
|
|||
|
||||
func _on_FPSValue_value_changed(value: float) -> void:
|
||||
Global.current_project.fps = value
|
||||
Global.animation_timer.wait_time = 1 / Global.current_project.fps
|
||||
animation_timer.wait_time = 1 / Global.current_project.fps
|
||||
|
||||
|
||||
func _on_PastOnionSkinning_value_changed(value: float) -> void:
|
||||
|
|
Loading…
Add table
Reference in a new issue