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Made "TimelineSeconds" update when FPS value changes

Also made it a bit smaller
This commit is contained in:
OverloadedOrama 2020-01-04 04:16:50 +02:00
parent 9838a94f83
commit f57ea4d64f
4 changed files with 5 additions and 2 deletions

View file

@ -8,7 +8,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
### Added ### Added
- Palettes. You can choose default ones or make your own! (Thanks to greusser) - Palettes. You can choose default ones or make your own! (Thanks to greusser)
- Multiple theme support (Dark, Gray, Light, Godot, Gold) to better match your style (Thanks to Erevoid)! - Multiple theme support (Dark, Gray, Light, Godot, Gold) to better match your style (Thanks to Erevoid)!
- Image sub-menu with new features (Outlines, Color invert, desaturation) for more editing power. - Image menu with new features (Outlines, Color invert, desaturation) for more editing power.
- Added a layer opacity slider, that lets you change the alpha values of layers. - Added a layer opacity slider, that lets you change the alpha values of layers.
- Added a better circle and filled circle brushes. They use Bresenham's circle algorithm for scaling. - Added a better circle and filled circle brushes. They use Bresenham's circle algorithm for scaling.
- Added random brushes! Every time you draw, expect to see something different! To create random brushes, place the images you want your brush to have in the same folder, and put the symbol "%" in front of their filename. Examples, "%icon1.png", "%grass_green.png" - Added random brushes! Every time you draw, expect to see something different! To create random brushes, place the images you want your brush to have in the same folder, and put the symbol "%" in front of their filename. Examples, "%icon1.png", "%grass_green.png"

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@ -194,6 +194,7 @@ var current_frame_label : Label
var loop_animation_button : BaseButton var loop_animation_button : BaseButton
var play_forward : BaseButton var play_forward : BaseButton
var play_backwards : BaseButton var play_backwards : BaseButton
var timeline_seconds : Control
var frame_container : HBoxContainer var frame_container : HBoxContainer
var vbox_layer_container : VBoxContainer var vbox_layer_container : VBoxContainer
@ -305,6 +306,7 @@ func _ready() -> void:
loop_animation_button = find_node_by_name(root, "LoopAnim") loop_animation_button = find_node_by_name(root, "LoopAnim")
play_forward = find_node_by_name(root, "PlayForward") play_forward = find_node_by_name(root, "PlayForward")
play_backwards = find_node_by_name(root, "PlayBackwards") play_backwards = find_node_by_name(root, "PlayBackwards")
timeline_seconds = find_node_by_name(root, "TimelineSeconds")
frame_container = find_node_by_name(root, "FrameContainer") frame_container = find_node_by_name(root, "FrameContainer")
var layer_stuff_container = find_node_by_name(root, "LayerVBoxContainer") var layer_stuff_container = find_node_by_name(root, "LayerVBoxContainer")

View file

@ -838,6 +838,7 @@ func _on_AnimationTimer_timeout() -> void:
func _on_FPSValue_value_changed(value) -> void: func _on_FPSValue_value_changed(value) -> void:
fps = float(value) fps = float(value)
Global.animation_timer.wait_time = 1 / fps Global.animation_timer.wait_time = 1 / fps
Global.timeline_seconds.update()
func _on_PastOnionSkinning_value_changed(value) -> void: func _on_PastOnionSkinning_value_changed(value) -> void:
Global.onion_skinning_past_rate = int(value) Global.onion_skinning_past_rate = int(value)

View file

@ -39,7 +39,7 @@ func _draw() -> void:
first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(starting_pos) first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(starting_pos)
last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(rect_size - starting_pos) last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(rect_size - starting_pos)
for i in range(ceil(first.x), last.x): for i in range(ceil(first.x), last.x - 1):
var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0)) var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0))
if i % (major_subdivision * minor_subdivision) == 0: if i % (major_subdivision * minor_subdivision) == 0:
draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), color) draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), color)