1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-02-08 11:29:47 +00:00
Commit graph

210 commits

Author SHA1 Message Date
Emmanouil Papadeas 40ab13da35 Add a cel_changed signal in Project to replace _frame_changed and _layer_changed
A small refactor. A very minor performance boost when selecting cels, but also a minor performance decrease when selecting frame buttons. Selecting layer buttons should be pretty much the same. I think the code should be a bit more readable now, plus we got rid of that yield() in Project.gd so that's a bonus.
2023-01-02 18:59:23 +02:00
mrtripie 5478d320dc
Fixes (#770)
Co-authored-by: MrTriPie <MrTriPie>
2022-10-22 01:32:26 +03:00
mrtripie e8281bf056
Animation Timeline UI Improvements (#769)
* Fixed link cel indicator color and animation tags position

* New scrolling and min size

* fixed dockable container for the timeline min size

* Cleanup

* Tweaked minimum size

* Removed some hacks that are no longer needed

* Fixed frame scrollbar not being in the right place at startup, added ensure_control_visible

* frame scroll horziontally without shift if can't scroll vertically + min size tweaks

* Renamed the frames/layer/cel containers

* Always scroll by whole frames

* Fixed conflict

* reoranized AnimationTimeline scene's node tree to wrok as expected

* tweaks

* Fixed tag position and removed uneeded layer button theme code

* added the icon theme code back, I thought this was for the timeline XD

* Smaller LayerButtons

* Save Layer and Cel size between sessions

* Combined _on_AddLayer_pressed and _on_AddGroup_pressed into 1 add_layer method

* Rename scroll container

* formatting

Co-authored-by: MrTriPie <MrTriPie>
2022-10-21 16:04:26 +03:00
Variable 88b102d9c6
Change layer adding behavior (#767)
* Add layers on top of current layer

* Adding on group makes it the group's child
2022-10-19 18:31:57 +03:00
mrtripie eb153d11a1
Keep colors on cel link sets (#766)
* Implemented except for clone layer bug

* more asserts

* Fixed the layer cloning bug

* gdformat

* Fixed new cels linked crash

* Fixed old .pxo files

* Removed default red color from LinkedIndicator in PixelCelButton scene

Co-authored-by: MrTriPie <MrTriPie>
2022-10-18 03:02:18 +03:00
mrtripie 637662dee4
Linked Cel Refactor and Timeline Refactor Tweaks (#764)
* Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate

* Don't automatically link the current frame's cel when enabling new_cels_linked on a layer

* Mostly added new system

* renamed link group to link set

* Enable drag and drop of linked cels on the same layer

* formatted CelButton.gd

* serialize/deserialize

* Copy frames w/ new linked cels system. Removed copy_cel from layer classes

* Removed commented out code from AnimationTimeline.copy_frames

* Removed Project.duplicate_layers

* Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same)

* Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection

* Moved BaseLayer.copy out of the Methods to Override section

* Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful

* set textures with set_content where needed

* open_image_as_spritesheet_layer new_cels_linked part updated

* clone layer with linked cels implemented. Removed copy_all_cels from layer classes

* weaked how copied layers names are updated

* Merge layers works with new linked cels now

* Fixed texture on cel buttons not being updated on button setup

* fixed bug where using set_content with new image texture would result in an empty texture

* Open old .pxo with new linked cels

* simplified backwards compatiblity

* removed linked_cels

* better linked cels backwards compatibility

* Removed some old TODO comments

* fixed linked_cels conversion bug when linked_cels is empty

* Added undo for linking the previous cel when creating new cels with new_cels_linked enabled

* Removed TODOs

* Cleaned up some method variable naming

* Cleaned up deserialization

* combined matching for loops

* Inlined BaseLayer.copy() where its used

* gdformat

* Fixed Translations,pot

Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 17:44:01 +03:00
Emmanouil Papadeas 5664271b27 Allow disabling ValueSlider
Maybe we should make theme changes as well when it's disabled, but it's fine for now.
2022-09-30 12:08:44 +03:00
Emmanouil Papadeas 59bc9f022d Replace opacity sliders with the new ValueSlider 2022-09-30 01:03:38 +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
Variable b95d884dcc
Onion icon change (#711)
* aspect changes for changed icon

* New "expandable" icon
2022-07-01 14:48:10 +03:00
Emmanouil Papadeas 31b56500c2 Make Pixelorama work on Godot 3.5-rc4
For some reason it crashes without this fix, while it did not crash in RC3.
2022-06-26 01:39:25 +03:00
Emmanouil Papadeas f509dfb9f6
Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin

* Update ShortcutEdit.gd

* Load & save preset option

* Add some groups and fix action events not being deleted on load

* Add MenuInputAction class for multiple menu accelerators

* Create a proper plugin and a BetterInput autoload

* Update menu accelerators

* Move settings to BetterInput

* Move menu enums to Global, make more MenuInputActions

* Add more menu events

* Add new groups

* Optimize BetterInput _input() method

* Remove a lot of lines of code

* Change some previous events, add ignore actions and a View menu group

* Change update_item_accelerator to update_ui

* Move MenuInputAction initialization to BetterInput.gd

* Update hint tooltips when a shortcut changes

Temporarily comment out some code regarding the configurable modifiers

* Some MenuInputAction variable name changes

* Add handle_input() to InputAction

* Update the shortcuts of buttons

* Fix shortcut selector menu position

* Change plugin name into Keychain

* Fix keyboard input dialog exiting when Enter or Space is being pressed

* Add two more groups

* Make groups folded by default

* Temporarily make tool modifier shortcuts not configurable

A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.

* Add license for Keychain

* Fix issue where a key event would be added in other input types

* Fix bug where the assigned state was not updated when the dialog appeared again

* Update Main.tscn

* Add a disabled line edit in keyboard shortcut selector to grab focus

* Load presets in the Keychain autoload

This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.

WARNING, this currently causes crashes if the menu items have no shortcut binded to them.

* Move custom settings away from Keychain.gd

To keep it the same as the upstream plugin

* Change menu enum names

* Made action_get_first_key() more general

* Use arrays for menu items instead of dictionaries, fixes crash

* Move moveable panels to Window menu

* Format

* Optimize hint tooltip updating

* Add support for translations in Keychain

* Translation changes

* Made tool modifiers configurable

Needs more testing.

* Made camera arrow key movement configurable & joypad axis support

This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.

The right joypad analog stick is configured to move the camera by default.

* Rename presets into shortcut profiles, use Resources and let users create their own

* [skip ci] Update addons README

* Update Global.gd
2022-05-16 15:07:51 +03:00
Variable 12c9d02f12
Better timeline scrolls (#682)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added error calculation

* revert last commit

* Updated Scrollbar behaviour

* formatting

* removed some bugs

* Update AnimationTimeline.gd

* formatting

* some more formatting +

Removed unwanted function

* formatting

* removed print()
2022-04-28 18:06:41 +03:00
Manolis Papadeas 8a5cc6860f Move layer and frame initial creation code to Main.gd
From Global.gd
2022-03-29 03:14:41 +03:00
Manolis Papadeas 21b4f3369f Select layer when clicking a layer button (visible, lock, etc) 2022-03-17 00:12:00 +02:00
Manolis Papadeas 175eb0b250 Set minimum size in tools, tool options and timeline 2022-03-01 21:39:07 +02:00
Variable bec30112f6
improvements to copy\delete methods and (some) tag workflow (#648)
* improvements to copy and delete methods

To allow cloning/deleting an array of frames

* formatting

* adapt to the new copy/delete methods

* Update AnimationTimeline.gd

* removed some bugs

* changed old tag behaviour

tags ahead get further by 1 frame on add_frame()

* modified tag behaviour

* formatting

* removed tag interaction
2022-02-28 03:31:17 +02:00
Manolis Papadeas 71dcb9807d Theme code cleaning and tidying 2022-02-17 20:36:10 +02:00
Manolis Papadeas 1285fa89c5 Added a Scrollcontainer in the timeline
This fixes the issue with the timeline UI nodes affecting the rest of the panels if the timeline becomes too small. Kind of an ugly fix because there can now be two scrollbars visible if there are many frames, eventually we may need to redesign the timeline.
2022-02-10 19:15:57 +02:00
Manolis Papadeas a331d697ed Move some variables in AnimationTimeline
No functional changes
2022-02-07 18:10:29 +02:00
Manolis Papadeas 1dd7d23682 Minor timeline UI fix 2022-02-04 17:03:57 +02:00
Manolis Papadeas 0893a5b481 Added frame duration appear in the frame button tooltips
Code provided by @Variable-ind
2022-02-02 18:14:16 +02:00
Variable 4369869e1f
Some Popup changes and added Self Awareness ;) (#644)
* Some Popup changes and added self awareness

start/end is automatically determined by selected cels boundary

* Update FrameTagDialog.gd

* some more code formatting
2022-02-02 00:40:37 +02:00
Manolis Papadeas 7e9d9a6a73 Make layer button container change color based on theme
Also removed unneeded node from AnimationTimeline
2022-01-31 18:25:52 +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
Manolis Papadeas 04dda09df5 Do not delete cel content if the layer is locked/invisible 2022-01-01 04:12:49 +02:00
Manolis Papadeas 605e7ab3fd Copy frame duration when cloning a frame 2021-12-31 04:05:04 +02:00
Manolis Papadeas b40c2f5b75 Minor UI changes 2021-12-24 03:12:44 +02:00
Manolis Papadeas 48326900d9 Fix a memory leak coming from the Layer class
Removed the "frame_container" property from Layer.gd, which used to hold a reference to a node, leading to orphan nodes being created and never freed. Memory management seems to be working okay now. Previously, every time the user made a change, memory kept going up and never coming down. Now, data that can never be recovered, like undo data that have been rewritten in history, are also removed from memory.
2021-12-23 19:58:07 +02:00
Manolis Papadeas 67ec887ad1 Just one method for undo/redo in Global.gd 2021-12-02 02:22:32 +02:00
Manolis Papadeas f70efe3076 Move new_empty_frame() to Project.gd from Canvas.gd
This commit also changes the behavior of the fill color. The new cels now only get filled with the Project.fill_color if they are on the bottom layer.
2021-12-01 20:50:50 +02:00
Manolis Papadeas 4c60ef144f Fixed project not having the correct size if the default image size has been changed in the Preferences
Ideally, the new_empty_frame() method should be removed from Canvas and should probably go to Frame or Project.
2021-12-01 20:02:39 +02:00
Manolis Papadeas f7ef4a4283 Remove handle_undo() and handle_redo() from Canvas.gd
Getting rid of some old, unneeded code.
2021-12-01 17:49:22 +02:00
Manolis Papadeas 72aef23cce UI changes to the onion skinning settings
Also changed the ignore text to the "_io" suffix instead of "ignore_onion", because this is quicker to type.
2021-12-01 02:28:12 +02:00
Manolis Papadeas 540a61ae4d Merge onion skinning past and future into one script 2021-11-26 03:38:00 +02:00
Variable 159a821dd2
Better Onion Skinning (#600)
* better onion part (1/3)

changed code and added scripts

* better onion part (2/3)

added some onion variables

* better onion part (3/3)

Added to onion dialog

* removed whitespace that gave static error
2021-11-26 02:55:08 +02:00
Manolis Papadeas c6b9a1fb82
Format code and add static checks (#599)
* gdformat .

* Lint code - Part 1

* Format code - Part 2

* Lint code - Part 2

Trying to fix the max allowed line length errors

* Add normal_map_invert_y to the image .import files

Because of Godot 3.4

* Do not call private methods outside of the script's scope

Lint code - Part 3

* Format code - Part 3

* Fixed more line length exceeded errors - Lint code Part 3

* Export array of licenses - Lint code part 4

* Clean hint_tooltip code from Global

Removes a lot of lines of code

* Create static-checks.yml

* Fix FreeType's license
2021-11-25 14:48:30 +02:00
Manolis Papadeas 536250f517 Moved some variables away from Global 2021-11-23 02:36:22 +02:00
Manolis Papadeas f4c903771d Remove some unneeded yield() calls
And minor changes to make the code a tiny bit more clean. I tested this PR, but it still might be a bit risky.
2021-11-17 19:59:14 +02:00
Variable 3e88efc118
Improvements to Animation Tags (#560)
* Animation tag fix (a)

fixed tag behavior in "Project.gd"

* Animation tag fix (b)

fixed tag behavior in "AnimationTimeline.gd"

* Animation tag fix (c)

fix top part of line not visible

* Animation tag fix (d)

a fix i forgot about earlier

* added a randomizer...

... to auto select colors of new tags

* Fix Tag scrolling without cels when scrolled on it

* removed randomize() cause it's not needed
2021-11-17 00:21:29 +02:00
Manolis Papadeas 8f115a726e Fix #541 2021-09-22 21:54:16 +03:00
Variable 75059b5b12
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
2021-08-30 03:24:48 -07:00
Martin Novák 9ef7818c77
Tweak UI to use less empty space (#514)
* Tweak right side panels to use less empty space

* Add fake grabber to tools panel. Add a bottom margin. Fix a few issues with resizing.

* Fix tallscreen mode. Set a bit smaller animation timeline min height.

* Change Preferences visibility settings

* Update Main.tscn

* Fix crash when changing to tallscreen and then switching themes

Co-authored-by: Manolis Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2021-08-16 16:56:19 -07:00
Martin Novák b95496c57d
Fix dialog sizes (#512) 2021-07-30 16:05:50 -07:00
Manolis Papadeas 1d20295f7d Keep images unlocked after editing them - Should close #331
Not sure if this actually solves the issue or just makes it more rare, but I haven't been able to reproduce any PoolVector locking issues so far. The problem was that images were remained locked essentially all the time, which seemed to cause issues. Maybe other PoolVectors could not get locked?
2021-07-25 21:49:37 +03:00
Manolis Papadeas c6a056bba6 Made cloning frames create linked cels if the linked cel button is toggled on - suggestion of #402 2021-07-22 03:10:00 +03:00
Manolis Papadeas 57bb7929df Fixed issue with linked cels where, if you had linked cels in one layer and then linked more cels of the same frame in another layer, their previews did not update automatically
Cel's image_texture was being reset due to the creation of new Cel instances in CelButton.gd (line 113)
2021-07-22 02:25:00 +03:00
Manolis Papadeas d0433bed6f Preload layer and cel button nodes in Project.gd
Just a minor optimization to avoid unnecessary loading
2021-07-20 21:03:15 +03:00
Manolis Papadeas ad4b377bc8 Only click the layer button with the left mouse button 2021-07-10 05:19:09 +03:00
Manolis Papadeas 55c5688f16 Fix changing cel opacity calling project.frames_changed()
It shouldn't happen
2021-07-09 03:38:06 +03:00
Manolis Papadeas 2760049cfd Fix content transformation not getting confirmed when changes were done to frames and layers
Also fixes issue where frame/layer copying does not copy the transformed data
2021-07-08 20:46:56 +03:00
Manolis Papadeas 21e2cd6bd0 Dragging and dropping frames to re-arrange them no longer makes selected_cels empty 2021-06-27 18:15:06 +03:00
Manolis Papadeas 98d41fca14 Remove Global.find_node_by_name()
Use the built-in find_node() method instead.
2021-06-26 14:01:07 +03:00
Manolis Papadeas de850ce8a1 Ability to select multiple cels and edit them all at once
A rather significant change, so, while I have tested it, it might still be buggy. Implements a part of #306.
2021-06-12 01:06:13 +03:00
Manolis Papadeas 73cce5b740 Set frame delay's min value at 0.01, does not let it become 0 2021-06-11 22:56:38 +03:00
Manolis Papadeas f1ea8e30b2 Fix animation tag spacing 2021-06-09 17:17:53 +03:00
Manolis Papadeas e9bf310934 Implement layer and frame dragging and dropping to re-arrange them in the timeline
Part of #306
2021-06-06 02:19:34 +03:00
Manolis Papadeas 1a87321437 Added a Delete option in cel's right click menu
Delete doesn't actually delete a cel, it just clears its contents. Maybe renaming it to something else would be a good idea.
2021-06-05 13:38:32 +03:00
Manolis Papadeas e7a5b45536 Clicking on a layer button now selects the layer. Double clicking it allows renaming 2021-06-05 03:06:07 +03:00
Manolis Papadeas ecd08ce132 Add a right click popup menu on the frame buttons and move most of the frame related options there
These options used to be on the right click popup menu of the cel buttons. Now, cel options only contain Link/Unlink Cel, for now.
2021-06-05 02:37:33 +03:00
Manolis Papadeas 39b0baca84 Frame numbers in the timeline above the cels are now clickable buttons 2021-06-05 02:11:22 +03:00
Manolis Papadeas ec1b29eb5e Let the user change icon colors regardless of theme 2021-06-04 21:44:05 +03:00
Manolis Papadeas 12ce12a292 Replace button icons with single-color textures that change color automatically depending on the theme
There is no longer any need for having specific graphics for each theme, as white colored textures can change their modulation to any color.
2021-06-03 22:42:08 +03:00
Manolis Papadeas 28cfe9bf77 Got rid of the deprecated enabled_focus_mode
Godot 3.3 has arrived!
2021-04-22 02:11:35 +03:00
Manolis Papadeas 7f1594e1bc You can now resize cels in the timeline by holding Control and scrolling with the mouse wheel.
Addresses part of #306
2021-01-30 23:57:33 +02:00
Manolis Papadeas 27852b2694 Dragging and dropping individual cels in the timeline to change their position is now possible.
Addresses a part of #306
2021-01-29 22:00:48 +02:00
kleonc 63838964b3
Renamed enums to follow recommended naming convention (#437) 2021-01-20 06:59:42 -08:00
kleonc b1c0344d0b
Remove unneeded location variables (#425)
Co-authored-by: kleonc <kleonc@users.noreply.github.com>
2021-01-06 07:11:50 -08:00
kleonc 1b8520c1a9
Select new layer after adding it (#424)
Co-authored-by: kleonc <kleonc@users.noreply.github.com>
2021-01-06 06:18:41 -08:00
Laurenz Reinthaler 2eeadf35a2
Allow greater values than 100 for SpinBoxes in FrameTagDialog.tscn (#408) 2020-12-27 13:05:35 -08:00
Manolis Papadeas ab583a7354 Fixes #404
Issue #404 not found
2020-12-18 17:22:45 +02:00
Manolis Papadeas 16d2c336e9 Fixed FPS not being updated when Pixelorama first runs 2020-12-17 02:52:13 +02:00
Manolis Papadeas 031efc0cdb Make FPS project-specific and store it in the pxo files 2020-12-17 02:20:47 +02:00
Manolis Papadeas 05c9ef70d4 Put frame duration as a member of the Frame class
Instead of having a frame_duration[] array in the Project class. This makes the code much more readable and understandable, using less lines of code and, by avoiding an extra array, we also avoid potential out-of-bound array crashes.

The functionality for the user has not changed, and by testing so far I didn't find any issues.
2020-12-16 22:54:08 +02:00
Manolis Papadeas 4ca4cbcc01 Added Turkish translation 2020-12-10 20:39:29 +02:00
Manolis Papadeas de6f78b058 Fix crash when importing an image file as a new frame 2020-12-09 18:07:12 +02:00
Manolis Papadeas b1e8bf98d2 Made TransparentChecker shader material unique for the main two viewports
Fixes #377. The issue was that the shader material was being shared with the background of the cel buttons, and when the cel button transparent background was resized, the canvas transparent background was also affected.
2020-11-26 02:05:05 +02:00
AbhinavKDev 9768372dcc
The minimum no of onion skin to the future and past is set to 0 (#380) 2020-11-15 05:45:10 -08:00
Manolis Papadeas b3aa4a6343 Fixed crash when creating a new project
Caused by #357
2020-10-23 17:44:37 +03:00
OverloadedOrama e94bcf50e0 Made pxo saving a bit safer
It now first attempts to serialize the project data and turn them to JSON, and then opens the file. This is a lto safer because, if a crash happens in the serialization, the file is not already open, and therefore it does not get corrupt. Earlier, if a crash happened, the file would be empty. This meant that if that file existed previously, all of the data would be lost.
2020-10-20 03:27:38 +03:00
PinyaColada 852365c38f
Frame properties (#357)
* Sync for my local files to my repository

* This is frame properties update, it works but I can't be stored while
saving or loading and that makes crashes just the beggining :)

* I forgot this files :P

* Frame Properties update.

* Updating frame properties

* Update Translations.pot

* Changes to CanvasPreview and CelButton change
2020-10-19 17:57:40 +03:00
OverloadedOrama fbbdcdaa57 Made the frame move buttons get disabled when you can't move frames 2020-10-05 02:37:55 +03:00
Laurenz Reinthaler 0f8a04193f
Add buttons for moving the current frame left or right (#344)
Add dark theme sprite

Add light theme sprite

Co-authored-by: Laurenz Reinthaler <reinthalerlaurenz@gmail.com>
2020-10-03 22:46:24 +03:00
Erevos 41a9107c45
Theme edits (#342)
* Theme edits

Changed all the themes to be more consistent, buttons and panel containers have rounded edges. Note that the spacings have been switched too, so it needs subtle remakes in the placing of each element. Especially the tool buttons. Also check the themes on preferences (need better spacing) and rulers are not included.

* Some UI fixes

* Reduced size of themes

* Fixed more spacing issues and replaced timeline grabber icon

* Removed old theme icons

* Change purple and light rulers

* Fix purple top menu & caramel rulers

Co-authored-by: Erevoid <Erevoid@users.noreply.github.com>
Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
2020-09-29 18:00:43 +03:00
OverloadedOrama b07545a3d1 Added missing CelButton hint tooltip translation 2020-08-27 20:02:53 +03:00
OverloadedOrama 850c5606de Added missing translations
And added hint tooltips to "Pixel Perfect" and "Overwrite Color" buttons
2020-08-27 14:30:26 +03:00
Matthew Paul 719708fb10
Add transparent checker to export dialog and animation cels (#318)
* Add checker to export dialog

* Add checker to CelButton
2020-08-26 12:45:32 +03:00
OverloadedOrama 6b26bb5b10 Removed custom blend_rect() method from DrawingAlgos 2020-06-30 15:07:09 +03:00
OverloadedOrama 8064d7b459 Fixed shadowed variables crashes/warnings occurring in Godot 3.2.2-rc1 2020-06-13 15:25:12 +03:00
OverloadedOrama 5fda35c2d8 Fixed issues with saving and backups 2020-06-06 02:52:17 +03:00
OverloadedOrama ae381a8714 Change canvas and timeline when a tab is being pressed 2020-06-05 04:30:31 +03:00
OverloadedOrama f9bd590d20 Moved size variable from Canvas.gd to Project.gd 2020-06-04 23:20:20 +03:00
OverloadedOrama 4e111a7ac0 Created a Projects class
A Project class contains project-specific data like name, undo_redo, frames, layers, tags and brushes. These variables have been moved from Global. This is the first step towards multiple tab support, where each tab will be a different Project.
2020-06-04 21:05:36 +03:00
OverloadedOrama 54b628f6cb Made a Frame class, no longer use multiple Canvases for multiple frames
The Canvas is now single node, instead of having multiple canvases for each frame. This should also be a performance optimization, since there are less canvas nodes, so there are less _input() calls. It should also fix a rare Undo/Redo issue with motion drawing and making lines. Could be unstable, needs more testing.

As a side effect, the guides are now the same for all frames, so this should also close #246.
2020-06-03 02:14:24 +03:00
OverloadedOrama 34bc528e97 Added AnimationTag class
Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.
2020-06-02 05:14:05 +03:00
OverloadedOrama df0032c515 Created a new Cel class, to handle cel information
Like the Layer class, it is used in place of Canvas.layers nested array mess. It hasn't been tested thoroughly yet, so there may be crashes.
2020-06-01 18:50:31 +03:00
OverloadedOrama a9ca858303 Use a new Layer class to handle layer information
This replaces the old Global.layers nested array mess, and makes the code easier to read and to understand.
2020-06-01 16:42:53 +03:00
OverloadedOrama 00a0ab882a Created DrawingAlgos.gd and moved a lot of drawing code there
Moved code from Global.gd and Canvas.gd to DrawingAlgos.gd. Will also move the fill_gaps and draw_brush methods of Canvas.gd next. Maybe even refactor the inside of them a bit to make them easier to read.
2020-05-29 03:16:44 +03:00
OverloadedOrama 7361e01b1d Added forgotten translations, bumped version to rc3 and small dialog UI changes 2020-05-11 20:07:16 +03:00
OverloadedOrama 7dbea9c0b0 Fixed stack overflow crash when the user set the loop mode to ping-pong and played the animation on a single frame with its own tag
The crash only occured when it was one frame in that tag, but there were also more frames in general. A very rare scenario.
2020-05-09 21:38:28 +03:00
OverloadedOrama 55e7178e1f Changing a button's texturerect child no longer requires the theme in its file path
Instead, it automatically finds its path, adds the new file name and loads the new texture.
2020-05-06 15:19:53 +03:00
OverloadedOrama 9ce7bae2f9 Updated changelog in SplashDialog and made it a bit bigger 2020-05-06 02:21:42 +03:00
OverloadedOrama f99b486919 Made the fake grabber change texture based on theme & other small UI changes 2020-05-06 01:19:09 +03:00
OverloadedOrama c1602ad26a Big UI overhaul - added PanelContainers to group similar elements
Removed separators entirely. Also made the AnimationTimeline have a StyleBoxFlat of its own, which we use to expand its margin top to cover the little space left because of the VSplitContainer. We also use a TextureRect as a fake VSplitContainer grabber.
2020-05-06 00:55:17 +03:00
OverloadedOrama 7559756c50 Changed layer button and "current frame" text position
Made AboutDialog's min size a little bigger too
2020-05-05 21:50:39 +03:00
Manolis Papadeas 1ad1ecb960
Asset renaming (#225)
* Renamed the Asset folder and subfolders to lowercase

* Fixed font loading issue

Co-authored-by: OverloadedOrama <manoschool@yahoo.com>
2020-05-05 03:53:58 +03:00
OverloadedOrama 0ebc7a6033 Use dark theme's button textures for the gold theme 2020-05-04 02:38:41 +03:00
OverloadedOrama 563270bad7 Fixed play, onion skinning and loop button textures 2020-05-03 03:36:40 +03:00
OverloadedOrama 9482b47825 Changed Palette and Layer TextureButtons into Buttons, massive asset renaming
Most asset filenames are now in snake_case
2020-05-03 03:13:08 +03:00
OverloadedOrama c35e4b0613 Created a "UI" folder in src
And a Timeline folder in UI
2020-05-02 01:19:01 +03:00