extends Panel var fps := 6.0 var animation_loop := 0 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop var animation_forward := true func add_frame() -> void: var new_canvas : Canvas = load("res://Prefabs/Canvas.tscn").instance() new_canvas.size = Global.canvas.size new_canvas.frame = Global.canvases.size() var new_canvases: Array = Global.canvases.duplicate() new_canvases.append(new_canvas) var new_hidden_canvases: Array = Global.hidden_canvases.duplicate() new_hidden_canvases.append(new_canvas) Global.undos += 1 Global.undo_redo.create_action("Add Frame") Global.undo_redo.add_do_method(Global, "redo", [new_canvas]) Global.undo_redo.add_undo_method(Global, "undo", [new_canvas]) Global.undo_redo.add_do_property(Global, "canvases", new_canvases) Global.undo_redo.add_do_property(Global, "hidden_canvases", Global.hidden_canvases) Global.undo_redo.add_do_property(Global, "canvas", new_canvas) Global.undo_redo.add_do_property(Global, "current_frame", new_canvases.size() - 1) for c in Global.canvases: Global.undo_redo.add_do_property(c, "visible", false) Global.undo_redo.add_undo_property(c, "visible", c.visible) Global.undo_redo.add_undo_property(Global, "canvases", Global.canvases) Global.undo_redo.add_undo_property(Global, "hidden_canvases", new_hidden_canvases) Global.undo_redo.add_undo_property(Global, "canvas", Global.canvas) Global.undo_redo.add_undo_property(Global, "current_frame", Global.current_frame) Global.undo_redo.commit_action() func _on_LoopAnim_pressed() -> void: match animation_loop: 0: # Make it loop animation_loop = 1 Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop.png" % Global.theme_type) Global.loop_animation_button.hint_tooltip = "Cycle loop" 1: # Make it ping-pong animation_loop = 2 Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_PingPong.png" % Global.theme_type) Global.loop_animation_button.hint_tooltip = "Ping-pong loop" 2: # Make it stop animation_loop = 0 Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_None.png" % Global.theme_type) Global.loop_animation_button.hint_tooltip = "No loop" func _on_PlayForward_toggled(button_pressed : bool) -> void: Global.play_backwards.pressed = false if Global.canvases.size() == 1: Global.play_forward.pressed = false return if button_pressed: Global.animation_timer.wait_time = 1 / fps Global.animation_timer.start() animation_forward = true else: Global.animation_timer.stop() func _on_PlayBackwards_toggled(button_pressed : bool) -> void: Global.play_forward.pressed = false if Global.canvases.size() == 1: Global.play_backwards.pressed = false return if button_pressed: Global.animation_timer.wait_time = 1 / fps Global.animation_timer.start() animation_forward = false else: Global.animation_timer.stop() func _on_NextFrame_pressed() -> void: if Global.current_frame < Global.canvases.size() - 1: Global.current_frame += 1 func _on_PreviousFrame_pressed() -> void: if Global.current_frame > 0: Global.current_frame -= 1 func _on_LastFrame_pressed() -> void: Global.current_frame = Global.canvases.size() - 1 func _on_FirstFrame_pressed() -> void: Global.current_frame = 0 func _on_AnimationTimer_timeout() -> void: if animation_forward: if Global.current_frame < Global.canvases.size() - 1: Global.current_frame += 1 else: match animation_loop: 0: # No loop Global.play_forward.pressed = false Global.play_backwards.pressed = false Global.animation_timer.stop() 1: # Cycle loop Global.current_frame = 0 2: # Ping pong loop animation_forward = false _on_AnimationTimer_timeout() else: if Global.current_frame > 0: Global.current_frame -= 1 else: match animation_loop: 0: # No loop Global.play_backwards.pressed = false Global.play_forward.pressed = false Global.animation_timer.stop() 1: # Cycle loop Global.current_frame = Global.canvases.size() - 1 2: # Ping pong loop animation_forward = true _on_AnimationTimer_timeout() func _on_FPSValue_value_changed(value) -> void: fps = float(value) Global.animation_timer.wait_time = 1 / fps func _on_PastOnionSkinning_value_changed(value) -> void: Global.onion_skinning_past_rate = int(value) Global.canvas.update() func _on_FutureOnionSkinning_value_changed(value) -> void: Global.onion_skinning_future_rate = int(value) Global.canvas.update() func _on_BlueRedMode_toggled(button_pressed) -> void: Global.onion_skinning_blue_red = button_pressed Global.canvas.update() # Layer buttons func add_layer(is_new := true) -> void: var layer_name = null if !is_new: # Clone layer layer_name = Global.layers[Global.current_layer][0] + " (" + tr("copy") + ")" var new_layers : Array = Global.layers.duplicate() # Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3), # will new frames be linked boolean (4), Array of linked frames (5)] new_layers.append([layer_name, true, false, HBoxContainer.new(), false, []]) Global.undos += 1 Global.undo_redo.create_action("Add Layer") for c in Global.canvases: var new_layer := Image.new() if is_new: new_layer.create(c.size.x, c.size.y, false, Image.FORMAT_RGBA8) else: # Clone layer new_layer.copy_from(c.layers[Global.current_layer][0]) new_layer.lock() var new_layer_tex := ImageTexture.new() new_layer_tex.create_from_image(new_layer, 0) var new_canvas_layers : Array = c.layers.duplicate() # Store [Image, ImageTexture, Opacity] new_canvas_layers.append([new_layer, new_layer_tex, 1]) Global.undo_redo.add_do_property(c, "layers", new_canvas_layers) Global.undo_redo.add_undo_property(c, "layers", c.layers) Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer + 1) Global.undo_redo.add_do_property(Global, "layers", new_layers) Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer) Global.undo_redo.add_undo_property(Global, "layers", Global.layers) Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas]) Global.undo_redo.add_do_method(Global, "redo", [Global.canvas]) Global.undo_redo.commit_action() func _on_RemoveLayer_pressed() -> void: var new_layers : Array = Global.layers.duplicate() new_layers.remove(Global.current_layer) Global.undos += 1 Global.undo_redo.create_action("Remove Layer") if Global.current_layer > 0: Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer - 1) else: Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer) for c in Global.canvases: var new_canvas_layers : Array = c.layers.duplicate() new_canvas_layers.remove(Global.current_layer) Global.undo_redo.add_do_property(c, "layers", new_canvas_layers) Global.undo_redo.add_undo_property(c, "layers", c.layers) Global.undo_redo.add_do_property(Global, "layers", new_layers) Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer) Global.undo_redo.add_undo_property(Global, "layers", Global.layers) Global.undo_redo.add_do_method(Global, "redo", [Global.canvas]) Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas]) Global.undo_redo.commit_action() func change_layer_order(rate : int) -> void: var change = Global.current_layer + rate var new_layers : Array = Global.layers.duplicate() var temp = new_layers[Global.current_layer] new_layers[Global.current_layer] = new_layers[change] new_layers[change] = temp Global.undo_redo.create_action("Change Layer Order") for c in Global.canvases: var new_layers_canvas : Array = c.layers.duplicate() var temp_canvas = new_layers_canvas[Global.current_layer] new_layers_canvas[Global.current_layer] = new_layers_canvas[change] new_layers_canvas[change] = temp_canvas Global.undo_redo.add_do_property(c, "layers", new_layers_canvas) Global.undo_redo.add_undo_property(c, "layers", c.layers) Global.undo_redo.add_do_property(Global, "current_layer", change) Global.undo_redo.add_do_property(Global, "layers", new_layers) Global.undo_redo.add_undo_property(Global, "layers", Global.layers) Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer) Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas]) Global.undo_redo.add_do_method(Global, "redo", [Global.canvas]) Global.undo_redo.commit_action() func _on_MergeDownLayer_pressed() -> void: var new_layers : Array = Global.layers.duplicate() new_layers.remove(Global.current_layer) Global.undos += 1 Global.undo_redo.create_action("Merge Layer") for c in Global.canvases: var new_layers_canvas : Array = c.layers.duplicate() new_layers_canvas.remove(Global.current_layer) var selected_layer = c.layers[Global.current_layer][0] if c.layers[Global.current_layer][2] < 1: # If we have layer transparency for xx in selected_layer.get_size().x: for yy in selected_layer.get_size().y: var pixel_color : Color = selected_layer.get_pixel(xx, yy) var alpha : float = pixel_color.a * c.layers[Global.current_layer][4] selected_layer.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)) var new_layer := Image.new() new_layer.copy_from(c.layers[Global.current_layer - 1][0]) new_layer.lock() c.blend_rect(new_layer, selected_layer, Rect2(c.position, c.size), Vector2.ZERO) Global.undo_redo.add_do_property(c, "layers", new_layers_canvas) Global.undo_redo.add_do_property(c.layers[Global.current_layer - 1][0], "data", new_layer.data) Global.undo_redo.add_undo_property(c, "layers", c.layers) Global.undo_redo.add_undo_property(c.layers[Global.current_layer - 1][0], "data", c.layers[Global.current_layer - 1][0].data) Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer - 1) Global.undo_redo.add_do_property(Global, "layers", new_layers) Global.undo_redo.add_undo_property(Global, "layers", Global.layers) Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer) Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas]) Global.undo_redo.add_do_method(Global, "redo", [Global.canvas]) Global.undo_redo.commit_action() func _on_OpacitySlider_value_changed(value) -> void: Global.canvas.layers[Global.current_layer][2] = value / 100 Global.layer_opacity_slider.value = value Global.layer_opacity_spinbox.value = value Global.canvas.update()