* Refactoring image_menu_id_pressed method in Main.gd (#243)
* Refactoring image_menu_id_pressed method in Main.gd
I've moved the code from each "match" case into a seperate method to make it more readable.
Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
* Refactoring Main.gd. Mostly cutting big methods into smaller ones. (#244)
* Refactoring Main.gd. Mostly cutting big methods into smaller one.
- Reduced size of _ready method in Main.gd
- Moved code from certain parts of old _ready method into seperate methods
- Fixed the translation bug related to CurrentFrame node in TopMenuContainer scene. The CurrentFrame node wasn't updating the language when I was changing language. I've also changed the translation file for this.
- Fixed Global.palette_option_button.selected related warning. Because of some unknown reasons, git didn't push completed line there.
- Moved code from file_menu_id_pressed and view_menu_id_pressed method in Main.gd to separate methods to make it more readable.
* Removed window_title changes from Main.tscn
Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
* Fixed TextureRect images of the circle brushes in BrushesPopup
They all had the pixel brush image in their TextureRect
* Split code from PreferencesDialog.gd to HandleLanguages.gd
Also moved PreferencesDialog script & scene to src/Preferences. More Preferences code splitting will follow.
* Split theme related code from PreferencesDialog into HandleThemes.gd
* Moved shortcuts code from PreferencesDialog
* 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.
* Connected "files_dropped" signal to a method
This lets the user drag and drop files into Pixelorama, while it runs, to open them. This doesn't work properly and will crash when it can't open the files. It will get merged into master soon.
* Renamed handle_running_pixelorama_with_arguments() to handle_loading_files()
handle_loading_files() is also used for _on_files_dropped()
* Moved draw_brush() and fill_gaps() from Canvas.gd to DrawingAlgos.gd
draw_brush() is currently very ugly and probably needs inside refactoring
* Removed coord clamping from fill_gaps()
This should make line making behave as expected when the mouse is outside of canvas boundaries
* Drawing is no longer limited by the canvas boundaries
his means that, if you have a brush largen than 1px, you can draw on the edges of the canvas. All pixels that are being drawn outside of the canvas will still have no effect.
* Use enums instead of strings for tools
This could be a slight increase in performance
* Fixed line making with Shift and don't let color picker pick colors outside of canvas
* Changed Global node variables to arrays for left/right
Instead of having 2 variables for left & right nodes, use an array instead. This will help with better looking code, automation and less repetitive code, as seen in ToolButtons.gd. Move related refactoring will follow.
* More Global left/right variables became Arrays
Global.update_left_custom_brush() and its right counterpart have also now become Global.update_custom_brush(mouse_button : int)
* Use Global.Mouse_Button instead of strings for comparison
This should be a slight increase in performance
* Refactoring perferences dialog (#251)
* Added ItemList to themes
* Language and theme checkboxes are now radio buttons
* Even more Global left/right variables became arrays
ColorAndToolOptions has now the same code for left and right tool options, with more similar refactoring coming soon to places like Canvas and DrawingAlgos
* Refactored Canvas.gd
* Refactored DrawingAlgos.draw_brush(), made draw_pixel() method
This also fixes alpha blending and lighting/darkening issues when drawing pixels with mirroring.
* Remove draw_pixel(), use draw_pixel_blended() instead
* Ignore warnings
I don't know what else to do about them, they seem trivial anyway
* Use enum instead of strings for Global.theme_type
Another potential small performance boost when changing themes.
* 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.
* Fixed linked cel crash and layer naming
* 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.
* Fixed issue where if you moved a frame to the start (move left), it was invisible
* 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.
Co-authored-by: Igor Santarek <jegor377@gmail.com>
Co-authored-by: Kinwailo <lokinwai@gmail.com>
The old way weren't causing any issues, but it would have caused with double-digit version numbers. Also fixed backwards compatibility issue with 0.6.2 and previous versions.
Pixelorama now requires at least Godot 3.1.2 or 3.2.x to work, because TranslationServer.get_loaded_locales() was not included in older versions. If you're using an older version of Godot, please update. Godot 3.2.1 is the currently recommended version, until 3.2.2 is out.
Also updated the list of the translators.
Moved all the relative assets there, including the icon files which no longer are on the res:// folder. The main page of the repository should look much cleaner now.
Made a new "src" folder that will contain the source code files, like all the GDScript and scene files. Please read this for more details: https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/
It made no sense to keep scenes separate from their scripts. More file organizing will follow soon.
You currently cannot change the bindings of the timeline buttons, but now that they are in the input map, it should prevent the shortcuts from being bound elsewhere.
This results in slightly increased performance and decreased
CPU/GPU usage.
This also prevents the "Directional shadow buffer status invalid" error
message from appearing in the console output when using a very old
graphics card.
- If the palette has colors, automatically select the first one
- When adding a new color button, take the color currently selected on the picker instead of white
- Fixes issues with drag&dropping color buttons. The color that was dragged remains selected.
Added a slider under the layer add/remove/etc buttons that changes the currently selected layer's transparency. It gets saved in .png and .pxo files, while respecting non-opaque pixels in the image too. Which means, their alpha values aren't being overwritten.