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123 commits

Author SHA1 Message Date
Emmanouil Papadeas 0a57690099 Change the unpressed textures for checkbox & radio buttons to be like they used to in Godot 3.x 2023-12-07 00:21:39 +02:00
Emmanouil Papadeas acbfb82793 Update the dark theme to fix CheckButtons & CheckBoxes 2023-12-06 22:30:42 +02:00
Emmanouil Papadeas dc06e3aa06 Change dark theme colors and remove unneeded items 2023-12-06 20:34:50 +02:00
Emmanouil Papadeas f801b5bc07 Minor UI improvements
Replaced the "FX" text with a texture in the timeline's FX button, added left and right margins in the DockableContainer
2023-12-06 17:34:03 +02:00
Emmanouil Papadeas 9a85de74b5
Make the color picker be always visible in the UI instead of a popup (#953)
* Initial work of a color picker that is always visible

* Make the new color picker fully functional

* Minor UI fixes

* Change the UI a bit so the color picker buttons look like they used to

To save horizontal space

* Add sliders as a separate panel and rename some file names

* Move the left/right color buttons next to the hex text edit

* Add color picker sliders to the same panel as the rest of the color picker, as an expandable/collapsible area

* Change default layout

* Some minor UI improvements

* Remove guides from ColorPicker.tscn

* Reduce the lines of code that calculate the average color

* Make Pixelorama remember if the color picker is expanded and its color mode

* Update tallscreen.tres

* Update tallscreen.tres

* Pixelorama now also remembers the last used picker shape

* Add some extra comments in the code

* Fix typo

* Add some translation strings
2023-12-05 00:10:42 +02:00
Emmanouil Papadeas 08b03ae0e5
Implement layer effects (#940)
* Basic logic for layer effects

* Add an FX button and the ability to add effects, no way to remove or change properties of effects yet

* Basic and ugly UI for adding and removing effects, no property changing yet

* Swap effects

* Fix preload shader paths

* Change parameters for layer effects

* Change gradient parameter in layer effect shaders, and other fixes

* Use CollapsibleContainers for the shader properties

* Set the correct gradient interpolation mode and color space in the UI

* Make effects of group layers apply to children

* Change `apply_fx` to `apply_effects`, formatting, some extra doc comments

* Apply effects to other canvases, when merging layers and when exporting

* Display humanized names of the shader unifrms

* Some UI improvements to the LayerEffectsSettings

* Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons

* Change BaseLayer.apply_effects() to take a cel as a parameter instead

* Make layer effect buttons be affected by the modulate icon color

* Add option in the View menu whether layer effects are displayed in the canvas or not

* Rename `apply_effects()` to `display_effects()`

* Add translation strings

* Add nearest filter to the gradient map

* Don't change Main.tscn

* Fix more translations

* Change the default cursor shape of the generated UI elements of the layer effects

* Add undo/redo and effect application (apply effect destructively)

There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless.

* Make layer effect application work on all cels
2023-11-22 01:06:25 +02:00
Emmanouil Papadeas 1a1d82ab3a Fix ValueSlider and CollapsibleContainer textures not working on Godot 4.2 2023-11-13 00:11:26 +02:00
Emmanouil Papadeas 91bfef16b3
Port to Godot 4 (#900)
* Initial conversion

* Hide some dialogs

* Update addons

* Fix errors in scripts

Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()

* Update shaders

* Fix some more errors and signals, rename "pressed" to "button_pressed"

* Even more error fixes and renaming corrections

* Fixed more errors, Pixelorama almost runs

* Update ValueSlider.gd

* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage

* More static function using

* Re-add some of the dialog signals, fix window transparency

* Change instances of popup_hide to visibility_changed

* More more errors and warnings

* Fix more errors and warnings

* Get rid of errors in the output when opening Pixelorama in Godot

* Properly connect most signals without using strings

* Fix some scenes

* Don't load Main.tscn

* Emit signals directly instead of using strings

* Fix Keychain menu nodes

* Get rid of self. on most instances, as setters and getters are now always called

* Some more static typing

* Disable texture filters

* Fix zooming

* Fix int as enum warnings

* Fix tools and rename doubleclick to double_click

* Update tool scenes

* Fix tabs

* Fix create new image

* Use static typing on flood fill to speed it up

* Update static-checks.yml

* Reverts #729 for a speedup, hopefully the bug won't get re-introduced

* Fix TransparentChecker warning

* Re-add Default template

* Fix 3D cels

* Fix rotation

Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264

* Fix UITransparency alignment issue, thanks Variable

* Add missing OptionButton items

Hopefully that should be all of them

* Fix the appearance of CollapsibleContainer

* Change instances of world to world_3d

* Fix tool button backgrounds

* Fix Splash dialog

* Fix brush selection

* Update Main.gd

* Fix About Dialog

* Fix more zooming issues

* Fix canvas preview zooming

* Use signals for queue_redraw on project change

* Fix layer button's look

* Fix gradients

* Some gradient fixes and code cleanups, dithering is still broken

* Fix bucket

* Fix the rest of the undo_redo.add_(un)do_method() cases

* Fix guides

* Fix guide text

* Some small changes in Main

* Update Tools.gd

* Fix palette importing

* Get rid of TODOGODOT4s

* Fix the rest of the dialogs

* Update the rest of the scenes

* Fix onion skinning and frame tag dialogs

* Fix file brushes being imported twice

* Fix palette swatch crashing on double click

* Use nearest filter for some of the windows

* Remove old .tres font files

* Fix language switching

* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools

* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items

This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged.

* Clean shortcut-related duplicate code in TopMenuContainer

* Remove DroidSansFallback now that system fonts can be used as fallback

* Remove 3.x settings from project.godot

* Format

* Format gdgifexporter

* Reset Keychain to its original state

* Remove textures from the dark and gray themes

* Remove all textures from the dark theme

* Better static typing in DrawingAlgos

* Use Vector2i for project size

* [Risky commit] Use Vector2i instead of Vector2 for tools

I tested it and everything seems to be working the same as before, but more testing would be appreciated.

* Format after previous commit

* Fix line angle constraint being rotated 180 degrees

This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.

* Fix input map action not found errors when pressing Shift or Control

* Make AnimatePanel bigger, add spring interpolation

* Fix some layouts/extensions/preferences loading errors

* Fix dithering

* Update layout resources

Probably doesn't change anything at all, but I suppose it might be a good thing to do

* Small changes

* Disable filter in ResizeCanvas dialog

* Fix some preferences default button states

* Fix tile mode always having masking on

* Use integers in tile mode

* Fix checkboxes in preferences not working

* More statically typed arrays!

No need to have these # Array of X comments anymore!

* Fix "apply all" for multiple preview dialogs

* Update theme.tres

* Add HeaderSmall theme type variation

* Fix dynamics buttons

* Don't allow sub-zero zoom values

* Let zoom_out_max always remain Vector2(0.01, 0.01)

This fixes zooming on large canvases

* Bump version to v1.0-dev

* Fix ambient light not working on 3D cels

* Fix .obj loading

* Don't allow greater than max values in the zoom slider

* Set maximum zoom value to always be (500, 500)

* Set zoom slider minimum value to 1

* Some UI changes, mostly related to buttons and the timeline

* Change window titles to what they were before

* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels

* Avoid changing Cel3DObject's file_path if it's the same

* Make preferences window bigger

* Fix png exporting

* Fix reference image initial size and filter setting

* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor

* Format and some linting

* Remove most Images from the rest of the themes

* Remove all textures from all themes

* Fix drawing when the mouse gets released outside the canvas boundaries

* Format Keychain

* Implement #890

* Fix recorder

* Fix layout deletion

* Better static typing and fix empty_clicked signal-connected methods not having arguments

* Fix layout and extension directory creation if they don't already exist

* Change all instances of "HTML5" to "Web"

OS.get_name() now returns "Web" instead of "HTML5" in Godot 4

* Fix JavaScript detection

Opening files in the Web version does not yet work for some reason

* Fix formatting

* Fix lint errors

* Remove unneeded lines from rotation shaders

* Clean some rotation shader related code

* Remove ErrorManager from #891, as it's no longer needed in Godot 4

* Some docstrings

* More Vector2i and Recti replacing their float counterparts

* Remove the hardcoded shortcut from ValueSlider

Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.

* Fix bugs from the rebase, integer zooming is currently broken

* Format

* Fix bug where some imported images would fail to load when using smart slice

* Fix integer zooming (I think)

* Fix errors after #898

* Fix some UI issues with PreviewDialog

* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd

* Update Keychain and addons/README.md

* Update CI to Godot 4.1.1 (probably will not work)

* Remove XDGDataPaths.gd

* Make windows non-exclusive

* Attempt to fix macOS CI

* Attempt to fix CI

* Attempt to fix CI

* Minor fix in the dark theme, more will follow

* Silence enumerator/integer warning

* Attempt to fix macOS CI

* Another attempt to fix macOS CI

* Attempt to fix Windows & macOS CI

* fix: Recorder directory create (#903)

* Update Keychain so that the brush size shortcuts can be changed

This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons

* Change OSX to macOS

* Detect if multi-threading is enabled when exporting gifs

* Fix color picker not working on the top color mode

* Make some public methods private in Export.gd

* Remove Global.window_title variable

* Fix frame UI in the timeline breaking after 100 frames

* Static typing improvements for the timeline

* Better static typing for grids

* Fix typo

* Fix pixel grid not appearing

* Move preference updating code to Global using setters

This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.

* Remove RestoreDefaultButton.tscn

* Implement changing font size in the preferences

* Resize HeaderSmall font size along with the default font size

* A step towards fixing image loading in the Web version

Doesn't completely fix the issue, it requires a fix from Godot's side as well

* Implement missing input event actions for buttons

TODO: Add default shortcuts

* Do not change language and theme if they are already the defaults

Reduces the initial loading time a bit

* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools

This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.

* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger

* Fix Vector2i + Vector2 errors in grid center snapping

* Update tooltips when the shortcut profile changes

* Fix copy-paste mistake

* Update tooltips during startup if the shortcut profile is not the default

* Fix gif warning label size in ExportDialog

* Fix BBCode in ExportDialog

* Fix some Godot 4.2 warnings

* Some CI fixes

* Static typing improvements and more inline functions

* Format

* Even more static typing, inline methods, docstrings etc

* Some more static typing improvements and inline setters

* Remove unneeded project type specifying

* Fix splash dialog error

* Fix enumerator warning

* Don't preload the font in the rules and guides

* Fix some integer division warnings

Sometimes we indeed need them to be floats

* Change some Rect2s to Rect2is

* Minor static typing improvements

* Update README, CHANGELOG, Translations

* Only load translation files when needed, reduces loading time a bit

* Update Keychain so it doesn't load languages during startup

* Lazy load all tool scenes, breaks compatibility with the extension API

Decreases initial loading time

* Format

* Very minor loading time speedups

* Remove unneeded project type specifying

* Even more static typing and docstring improvements

* Fix extension loading

* Palette docstrings

---------

Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00
Variable ae56cae587
ImageEffect Animation 2.0 (#879)
* Better Animate System

* checkbutton to checkbox

* fixed value and saturation sliders being divided by 360 (when they should be divided by 100)

* minor code cleanup

* moved frame index code to ImageEffect.gd

* code cleanup

* more cleanup

* preview animation is now possible

* fixing things

* only hide when affect == FRAME

* formatting

* formatting

* formatting

* renamed Animate.png and a minor improvement

* removed unintentional changes
2023-07-01 00:01:14 +03:00
imgbot[bot] b7e464bc2e
[ImgBot] Optimize images (#875)
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/assets/graphics/gizmos/directional_light.svg -- 0.49kb -> 0.48kb (0.6%)

Signed-off-by: ImgBotApp <ImgBotHelp@gmail.com>
Co-authored-by: ImgBotApp <ImgBotHelp@gmail.com>
2023-06-13 17:49:36 +03:00
Emmanouil Papadeas 90ac3f60cb Update splash screen artworks to v0.11
Congratulations on all the winners! For roroto's animation, the apng importer is now being used.
2023-06-13 15:01:16 +03:00
Emmanouil Papadeas 2bca2db27a Add more licenses to the AboutDialog 2023-04-08 00:34:38 +03:00
Emmanouil Papadeas 91aea32864
Implement 3D layers (#840)
* Implement 3D layers

* Remove unneeded files

* Fix bug where a single hidden layer would ignore all of the layers on top when exporting

* Fix pxo loading

* Remove junk nodes from 3DShapeEdit

Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool.

* Make light gizmos half the size, and hide gizmos when rotating

* Fix crash when using the 3D shape edit tool on a group layer

* Remove unneeded code in Canvas.gd

* Add torus in the Cel3DObject.Type enumerator

Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change.

* Toggle 3D object visibility

* Change texts and some variable names

* Fill translation strings

* Fix crash on group blending, and make the code in Export.blend_layers() more general

* Fix errors when attempting to draw on a 3D cel

Can occur when multiple cels are selected, some of them 3D and some of them pixel

* Make scene properties and objects be per-cel instead of per-layer

Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel

* Use if not layer is get_script() in GroupLayer.blend_children()

* Flip the condition in GroupLayer.blend_children()

* Fix bug where locked/invisible layers could get drawn

Regression from c2f6bf0f3f

* Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit

* Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D

* Store Cel3D image data to pxo, for easy usage by external software

This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier.

* Make the linter happy

* Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
Emmanouil Papadeas 05fa436b12 Disable ValueSliderV2's ratio button when set to not editable
And use a NinePatchRect for the ratio guides, for proper scaling.
2023-03-20 01:59:15 +02:00
Emmanouil Papadeas e3a163b8c7 Update Default layout 2023-03-17 00:55:34 +02:00
mrtripie 0ad86816e5
Crop Tool (#830)
* Added intial crop tool

* [skip ci] Removed unneeeded LINE_WIDTH constant from CropRect

* Added DimensionsLabel

* Cleaned up CropRect._draw

* Hide the CropRect after switching to a different tool

* Sets the crop values to the entire canvas size on setup

* [skip ci] Added crop tool tooltip

* Made Crop tools synced with eachother by placing the crop settings on CropRect

* Added new modes, refactored, added rule of thirds lines and darkened background

* [skip ci] reset optimization

* Renames

* [skip ci] Tweaked the darkened background

* Fixed bug with top/bottom/left/right sliders after rect refactor

* Changing width/height on locked aspect ratio bug

* Aspect ratio sliders rounding/setting a min of 1 px height/width

* Fixed bugs with drawing the crop rect, especially with locked aspect ratio

* Save the mode to config_cache

* Added size lock and renamed mode

* Added tooltip for size lock. Not sure if I did the translation file right

* removed signal that wasn't used

* Formatting

* Removed old TODO comment from one of my previous PRs that isn't true anymore

* Fixed definition order for linter

* Changed locked size modes moving to offset by @Variable-ind, reordered methods

---------

Co-authored-by: MrTriPie <MrTriPie>
2023-03-16 19:50:45 +02:00
Variable d9efe97bfa
Recorder extension to core (#823)
* Add files via upload

* add fps counter

* formatting

* Update Recorder.gd

* Some improvements

* typo

* another typo

* formatting
2023-03-07 16:21:03 +02:00
Variable e88ba2cb73
Further improvements to Dynamics (#828)
* Image bruch now obeys dynamics as well

* Added a signal that resets dynamics

* formatting

* change uncheck.png

* added preview for pressure

* Added the requested changes
2023-02-28 17:07:48 +02:00
imgbot[bot] eee4e50fd3
[ImgBot] Optimize images (#827)
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Signed-off-by: ImgBotApp <ImgBotHelp@gmail.com>
Co-authored-by: ImgBotApp <ImgBotHelp@gmail.com>
2023-02-21 02:24:31 +02:00
Variable f2f2f11661
Some improvements to the dynamics (#826)
* fix  dynamics

* removed empty line

* Added icon

* added check/uncheck icons

* make thresholds ui simpler

* Rename dynamics.png to lowercase and add MaxMinEdit class to project.godot

---------

Co-authored-by: Emmanouil Papadeas <manoschool@yahoo.gr>
2023-02-20 21:51:26 +02:00
Emmanouil Papadeas 7dc0af21e7 Create ValueSlider and CollapsibleContainer child nodes through code
This lets us create ValueSlider and CollapsibleContainer nodes properly via the add node button, instead of instancing their scenes. They have also become more a bit more themeable. Eventually, ValueSlider.tscn and CollapsibleContainer.tscn will be deleted.
2023-01-13 05:19:35 +02:00
Emmanouil Papadeas 44890243b4 [skip ci] Add missing import files 2022-12-21 02:51:13 +02:00
Variable 1df003b2df
Paint selection brush (#792)
* Added the PaintSelect tool

The shortcut keys are not configured

* Some Optimization attempts

* remove typo

* Re-Designed Tool Icon
2022-12-14 18:34:13 +02:00
Emmanouil Papadeas e115aa284b Place the Reference Images panel next to the canvas preview
And rename "References" to "Reference Images"
2022-11-30 01:00:41 +02:00
Emmanouil Papadeas c3d07312aa Add arrow buttons to the value slider
Their visibility is toggleable. They also currently do not support echo events, since for some reason Godot only supports them for InputEventKey(s). I suppose this feature could be replicated with a Timer. Once this is done, we can replace all SpinBox nodes.
2022-10-14 02:51:55 +03:00
Emmanouil Papadeas 8e6fa45e5f Update default layout 2022-10-04 14:14:44 +03:00
Emmanouil Papadeas fdfcd6ca1b Make uneditable LineEdit font color more readable in the light theme 2022-09-30 11:58:59 +03:00
Emmanouil Papadeas 8148d03c1f Add a custom ValueSlider node made by @mrtripie
And bump version to v0.11-dev
2022-09-30 00:07:56 +03:00
mrtripie 1fa34d7196
Basic Layer Groups and Timeline Refactor (#698)
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode

* Shading tool hue shifting fixes and tweaks

* Bringing over changes from layer groups brach, without any changes to layer blending

* Some quick fixes to make it work again

* Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed

* Layer drag highlighting (need to actually drop them correctly, also need to do cels)

* Added more layer hierarchy related functions, organized the function order in the Layer classes a bit

* Switched the layer type changing from string to int

* Moved layer type enum to Global

* Added get_layer_type_name(), currently used for the default layer name

* Renamed the layer get_children/is_a_parent_of functions

* changed get_layer_type_name() to get_default_name(number)

* New layer drag and dropping behavior

* Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type

* Fixed warning

* Added a line to child layers wich makes it easier to see where they are in the hierarchy

* Fixed debugger warning

* Fixed all cel types loading as PixelCels

* Fixed spacing issue with cels when collapsing groups

* Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing)

* updated temporary todo comments

* Created a base scene for layer buttons and merged layer button script into one

* Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton

* Use a base scene for CelButtons

* First bit of the refactoring work

* Several bits of refactoring

* Fixed moving cels

* Cleaned up Project.move_cel function

* Fixed project_layer_removed

* Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock

* Bug fixes. Updating layer button's buttons

* Fixed timeline selection issues when creating a new project. Some code cleanup

* tweaks

* Removed a bunch of commented out code

* Removing more commented out code

* Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame

* Changed add/remove_frame to add/remove_frames (multiple support)

* Refactored copy_frames in animation timeline

* added copy function to cel classes

* added layer copy function

* simplifed copy_frames a tiny bit

* Updated TODO comments to categorize them and remove any that were already done

* Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested

* Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button

* some TODOs

* Added layer swapping

* Added priorities to refactor TODOs

* Simplified layer swapping code a little

* Fixed performance regression on changing project, updated TODOs

* Included _on_MergeDownLayer_pressed in timeline refactor

* Cleaned up _on_MergeDownLayer_pressed refactor

* If all frames are selected, prevent being able to remove all of them

* Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels

* Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function

* Simplified _toggle_layer_buttons some more

* Added hierarchy support for move up/down layer buttons

* Added toggle_frame_buttons method to project (extracted from  _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name

* Fixed duplicate_layers parent references being to the original layers

* cleaned up project.move_layers method a bit

* TODOs

* moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions

* animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline

* Cleaned up project_changed in ANimationTimeline a bit

* Cleaned up project_layer_added in AnimationTimeline

* Changed Layer classes get_default_name to set_name_to_default

* Cleaned up LayerButton.drop_data slightly

* Looked at some of my TODOs

* cleaned up copying cels

* Fixed CelButton linked_indicator not showing up right away when becoming linked

* Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo

* Fixed regression with copy_cel (linked) in when cloning a frame

* Minor cleanup, more detailed comments, updated TODOs

* more improved comments

* Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state

* Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it

* Updated comments and TODOs

* cleanup

* removed some code that should no longer be needed

* updated comment

* removed Project's frames and layers setters _frames_changed and _layers_changed

* Made some 'for x in range(array.size())' just 'for x in array.size()'

* updated comments/TODOs

* Cel content changes intial

* Added 'content' methods to Cel classes

* Removed image var from PixelCelButton

* Reusing PixelCelButton.gd on GroupCelButton scene

* Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd

* Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels

* TODOs, prevent memory leak when closing projects

* Link/unlink cel cleanup
:

* Added _project param to _init methods of Layer classes

* Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd

* Removed a temporary check (which also fixed another bug)

* Clone child layers when cloning a layer

* Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors

* TODOs

* Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates

* Added create_new_cel methods to Layer classes

* Updated TODOs and comments

* Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame

* Renamed create_layer/cel_button to instantiate_layer/cel_button

* updated TODOs

* prioritized TODOs

* Fixed some warnings

* removed commented out code from previous commit

* Fixed export

* Made open_image_as_new_frame work after timeline refactor

* Fixed open_image_as_new_layer after timeline refactor

* Some linked cel fixes

* More linked cels fixes

* cleanup

* Optimized importing spreadsheet as new layer

* Fixed Scale Image crash with Groups

* Fixed onion skin with groups

* Removed blend_mode from BaseLayer for now

* Mostly fixed image effects

* Fixed resize canvas

* Fixed drag and drop not working with Cel Buttons on Group Layers

* updated TODOs

* Renamed Replace Frame (in open image) to Replace Cel

* Continued renaming Replace Frame to Replace Cel

* Made open_image_at_cels work after timeline refactor

* Added get_layer_path method to BaseLayer

* Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel

* Updated TODOs

* updated TODOs

* Comments for cel content methods

* fixed right clicking group cel button deselecting the button (even though cel is still selected

* frame/layer modification methods comments

* Removed unneeded size flags

* TODO updates

* Removed a loop that would never run from open_image_as_spritesheet_tab

* TODO update

* Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method

* Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed

* TODO Updates

* Removed unneeded code from delete_frames

* Made delete_frames variable names more consistent with my other changes

* Continuation

* made variable names in copy_frames more consistent with rest of changes

* Update TODOs

* Removed TODOs for after this PR (moved to my notes)

* Fixed crash when pasting image on Group

* Fixed layer .visible check to be is_visible_in_hierarchy()

* Removed some drag highlight polish code that didn't work

* Removed code from Canvas update_texture and update_selected_cels_textures that was redundant

* gdformat

* gdformat

* gdlint fixes

* Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer

* Fixed crop image and centralize image

* Added '# gdlint: ignore=max-public-methods' to the top of Project'

* Fixed dragging cels to layer of different type crash

* Formatted CelButton.gd

Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 21:59:49 +03:00
Emmanouil Papadeas 5c664b1880 [skip ci] Remove old splash screen artwork 2022-09-22 22:56:29 +03:00
Emmanouil Papadeas 4fc44a71c6 Polish the preferences dialog and add a "Header" theme type variation for Labels 2022-09-20 00:16:01 +03:00
Emmanouil Papadeas 469f9bf4d3 Use theme type variations for RulerButtons and TopMenuContainer 2022-08-09 04:18:11 +03:00
Emmanouil Papadeas c7ee96591c Some theme changes made automatically by Godot 3.5 2022-08-08 21:33:38 +03:00
Variable b95d884dcc
Onion icon change (#711)
* aspect changes for changed icon

* New "expandable" icon
2022-07-01 14:48:10 +03:00
Emmanouil Papadeas 284bf4bc2b Update orama_64x64.png 2022-05-24 20:20:28 +03:00
Emmanouil Papadeas cf926942ac
Shader-based gradients (#677)
* Add 6 shader-based gradient types

* Shaders now respect selection

* Fix step gradient

* Remove comments

* Disable step and dithering shaders in Web version

* Fixed a weird bug with dithering shaders, selection and GLES2

Having a selection, applying a dithering gradient, removing the selection and then going to the gradient dialog again causes the dithering shaders to "remember" the previous selection, even if there is no selection currently. This only happens with the two dithering shaders and only with the GLES2 renderer. Removing `uniform sampler2D dither_texture;` from the shader code seems to fix the issue, but that's obviously isn't what we want so a "proper" fix is included in this commit.

* Format & lint

* Removed old gradient code

* Change how centers work on radial step and dithering

* Made angle, center and radius option a bit more clear

* Rename bayer-matrices directory to dither-matrices

* Use DitherMatrix class

* Create dithering types programmatically

* Remove unneeded code in shaders

* Rewrite the step shader without a for loop

More optimized and works on the Web version with GLES2

* Rewrite radial step and dithering shaders without for loop

Now all shaders work on the Web version and have been optimized.

* Fix Linear & Radial size range and remove some unneeded lines

* Added size uniform to Radial Step and Radial Dither

* Swap colors in the Linear gradient

* Make size a percentage

* Make the preview look the same as the result

Didn't change the dithering shaders because they seemed to give different results.

* Remove ratio uniform and divide uvs by the radius instead

This makes more sense because the smaller the number, the smaller the radius.

* Fix linear gradient

* Change Position to percentage and "Size" to "Transition size"

* Mix gradients with original color, if the gradient colors have transparency
2022-05-02 16:12:00 +03:00
Manolis Papadeas bc11dcfd4b Update the splash screen artworks 2022-04-14 01:13:42 +03:00
Manolis Papadeas 44e5fcfb87 Change global tool option textures 2022-04-01 13:45:24 +03:00
Manolis Papadeas c00aac944e Translate the panel tab names 2022-03-10 19:17:28 +02:00
Manolis Papadeas 68414f5bd9 Made pixel perfect into a global tool option
More global tool options will most likely be added soon, most notably tablet pen pressure sensitivity options.
2022-02-28 19:24:14 +02:00
Manolis Papadeas b316cadfb8 Separate global tool options from the color pickers 2022-02-28 18:59:30 +02:00
Manolis Papadeas e05ee53839 Fix mirror button textures having the opposite file name 2022-02-26 19:50:43 +02:00
Manolis Papadeas 4d3cb86800 Change the look of the mirror buttons 2022-02-21 20:04:39 +02:00
Manolis Papadeas 200d1c73a1 Add a clear_color property to the themes 2022-02-21 18:44:46 +02:00
Manolis Papadeas 71dcb9807d Theme code cleaning and tidying 2022-02-17 20:36:10 +02:00
Manolis Papadeas 196c5c2d5d Make the second canvas a separate panel and have it hidden by default 2022-02-15 01:48:49 +02:00
Manolis Papadeas 13229031ed Turn zen mode off when switching between layouts 2022-02-02 02:51:43 +02:00
Manolis Papadeas 12b64316da Added layout selection
Users can currently select between Default and Tallscreen
2022-02-01 02:31:13 +02:00
Manolis Papadeas f6af11dd4d Added Roboto font to the Purple theme 2022-01-31 03:12:42 +02:00
Manolis Papadeas e2bb0b8440
New UI system using Dockable Containers (#640)
* Add dockable container plugin

Experimenting with it, also added a tabs_visible property to the DockableContainer. Removed some code about Tallscreen from Main.gd, but not all of it.

* Add a panel behind the UI, temporarily restore the dark theme

* Remove tallscreen code

* Add edit mode, toggles DockableContainer's tab visibility on and off

* Split tool options into color pickers, left and right tool options

* Remove alternate_transparent_background

* Re-order tool buttons on resize

* Clip content in timeline

* Changes to the tool panel

* Removed some old unused node variables

* Restore Zen mode

* Set tabs_visible = false by default

* Better way to set tabs_visible = false by default

* Added the license of godot-dockable-container

* Remove unneeded lines

* Update README.md

* Restore window transparency with the canvas

It makes all of the TabContainers transparent however, which may not be what we actually want.

* Change tab names of the UI elements

* Remove unneeded nodes from ColorPickers.tscn

* Update default.tres

* Let the user hide elements individually

* Add some checks in HandleThemes

* Center tool icons

* Remove unneeded custom panel in SplashDialog

* Bump version to v0.10-dev and some other minor changes

* Fix crash on Zen Mode

* Added a hacky way to fix the issue with the palette panel size
2022-01-30 00:47:25 +02:00