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Pixelorama/src/UI/Timeline/AnimationTimeline.gd
2023-05-18 14:01:59 +03:00

992 lines
37 KiB
GDScript

extends Panel
var is_animation_running := false
var animation_loop := 1 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
var animation_forward := true
var first_frame := 0
var last_frame := 0
var is_mouse_hover := false
var cel_size := 36 setget cel_size_changed
var min_cel_size := 36
var max_cel_size := 144
var past_above_canvas := true
var future_above_canvas := true
var frame_button_node = preload("res://src/UI/Timeline/FrameButton.tscn")
onready var old_scroll: int = 0 # The previous scroll state of $ScrollContainer
onready var tag_spacer = find_node("TagSpacer")
onready var start_spacer = find_node("StartSpacer")
onready var add_layer_list: MenuButton = $"%AddLayerList"
onready var timeline_scroll: ScrollContainer = find_node("TimelineScroll")
onready var frame_scroll_container: Control = find_node("FrameScrollContainer")
onready var frame_scroll_bar: HScrollBar = find_node("FrameScrollBar")
onready var tag_scroll_container: ScrollContainer = find_node("TagScroll")
onready var layer_frame_h_split: HSplitContainer = find_node("LayerFrameHSplit")
onready var fps_spinbox: ValueSlider = find_node("FPSValue")
onready var onion_skinning_button: BaseButton = find_node("OnionSkinning")
onready var loop_animation_button: BaseButton = find_node("LoopAnim")
onready var drag_highlight: ColorRect = find_node("DragHighlight")
func _ready() -> void:
add_layer_list.get_popup().connect("id_pressed", self, "add_layer")
frame_scroll_bar.connect("value_changed", self, "_frame_scroll_changed")
Global.animation_timer.wait_time = 1 / Global.current_project.fps
fps_spinbox.value = Global.current_project.fps
# config loading
layer_frame_h_split.split_offset = Global.config_cache.get_value("timeline", "layer_size", 0)
self.cel_size = Global.config_cache.get_value("timeline", "cel_size", cel_size) # Call setter
var past_rate = Global.config_cache.get_value(
"timeline", "past_rate", Global.onion_skinning_past_rate
)
var future_rate = Global.config_cache.get_value(
"timeline", "future_rate", Global.onion_skinning_future_rate
)
var blue_red = Global.config_cache.get_value(
"timeline", "blue_red", Global.onion_skinning_blue_red
)
var past_above = Global.config_cache.get_value(
"timeline", "past_above_canvas", past_above_canvas
)
var future_above = Global.config_cache.get_value(
"timeline", "future_above_canvas", future_above_canvas
)
$"%PastOnionSkinning".value = past_rate
$"%FutureOnionSkinning".value = future_rate
$"%BlueRedMode".pressed = blue_red
$"%PastPlacement".select(0 if past_above else 1)
$"%FuturePlacement".select(0 if future_above else 1)
# emit signals that were supposed to be emitted (Check if it's still required in godot 4)
$"%PastPlacement".emit_signal("item_selected", 0 if past_above else 1)
$"%FuturePlacement".emit_signal("item_selected", 0 if future_above else 1)
# Makes sure that the frame and tag scroll bars are in the right place:
Global.layer_vbox.call_deferred("emit_signal", "resized")
func _notification(what: int) -> void:
if what == NOTIFICATION_DRAG_END:
drag_highlight.hide()
func _input(event: InputEvent) -> void:
var mouse_pos := get_global_mouse_position()
var timeline_rect := Rect2(rect_global_position, rect_size)
if timeline_rect.has_point(mouse_pos):
if Input.is_key_pressed(KEY_CONTROL):
self.cel_size += (
2 * int(event.is_action("zoom_in"))
- 2 * int(event.is_action("zoom_out"))
)
func _get_minimum_size() -> Vector2:
# X targets enough to see layers, 1 frame, vertical scrollbar, and padding
# Y targets engough to see 1 layer
return Vector2(Global.layer_vbox.rect_size.x + cel_size + 26, cel_size + 105)
func _frame_scroll_changed(_value: float) -> void:
# Update the tag scroll as well:
adjust_scroll_container()
func _on_LayerVBox_resized() -> void:
frame_scroll_bar.margin_left = frame_scroll_container.rect_position.x
adjust_scroll_container()
func adjust_scroll_container():
tag_spacer.rect_min_size.x = (
frame_scroll_container.rect_global_position.x
- tag_scroll_container.rect_global_position.x
)
tag_scroll_container.get_child(0).rect_min_size.x = Global.frame_hbox.rect_size.x
Global.tag_container.rect_min_size = Global.frame_hbox.rect_size
tag_scroll_container.scroll_horizontal = frame_scroll_bar.value
func _on_LayerFrameSplitContainer_gui_input(event: InputEvent) -> void:
Global.config_cache.set_value("timeline", "layer_size", layer_frame_h_split.split_offset)
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and not event.pressed:
minimum_size_changed() # After you're done resizing the layers, update min size
func cel_size_changed(value: int) -> void:
cel_size = clamp(value, min_cel_size, max_cel_size)
minimum_size_changed()
Global.config_cache.set_value("timeline", "cel_size", cel_size)
for layer_button in Global.layer_vbox.get_children():
layer_button.rect_min_size.y = cel_size
layer_button.rect_size.y = cel_size
for cel_hbox in Global.cel_vbox.get_children():
for cel_button in cel_hbox.get_children():
cel_button.rect_min_size.x = cel_size
cel_button.rect_min_size.y = cel_size
cel_button.rect_size.x = cel_size
cel_button.rect_size.y = cel_size
for frame_id in Global.frame_hbox.get_children():
frame_id.rect_min_size.x = cel_size
frame_id.rect_size.x = cel_size
for tag_c in Global.tag_container.get_children():
var tag_base_size = cel_size + 4
var tag: AnimationTag = tag_c.tag
# Added 1 to answer to get starting position of next cel
tag_c.rect_position.x = (tag.from - 1) * tag_base_size + 1
var tag_size: int = tag.to - tag.from
# We dont need the 4 pixels at the end of last cel
tag_c.rect_min_size.x = (tag_size + 1) * tag_base_size - 4
# We dont need the 4 pixels at the end of last cel
tag_c.rect_size.x = (tag_size + 1) * tag_base_size - 4
tag_c.get_node("Line2D").points[2] = Vector2(tag_c.rect_min_size.x, 0)
tag_c.get_node("Line2D").points[3] = Vector2(tag_c.rect_min_size.x, 32)
func add_frame() -> void:
var project: Project = Global.current_project
var frame_add_index := project.current_frame + 1
var frame: Frame = project.new_empty_frame()
project.undos += 1
project.undo_redo.create_action("Add Frame")
for l in range(project.layers.size()):
if project.layers[l].new_cels_linked: # If the link button is pressed
var prev_cel: BaseCel = project.frames[project.current_frame].cels[l]
if prev_cel.link_set == null:
prev_cel.link_set = {}
project.undo_redo.add_do_method(
project.layers[l], "link_cel", prev_cel, prev_cel.link_set
)
project.undo_redo.add_undo_method(project.layers[l], "link_cel", prev_cel, null)
frame.cels[l].set_content(prev_cel.get_content(), prev_cel.image_texture)
frame.cels[l].link_set = prev_cel.link_set
# Code to PUSH AHEAD tags starting after the frame
var new_animation_tags := project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(
new_animation_tags[i].name,
new_animation_tags[i].color,
new_animation_tags[i].from,
new_animation_tags[i].to
)
# Loop through the tags to see if the frame is in one
for tag in new_animation_tags:
if frame_add_index >= tag.from && frame_add_index <= tag.to:
tag.to += 1
elif (frame_add_index) < tag.from:
tag.from += 1
tag.to += 1
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.add_do_method(project, "add_frames", [frame], [frame_add_index])
project.undo_redo.add_undo_method(project, "remove_frames", [frame_add_index])
project.undo_redo.add_do_property(project, "animation_tags", new_animation_tags)
project.undo_redo.add_undo_property(project, "animation_tags", project.animation_tags)
project.undo_redo.add_do_method(project, "change_cel", project.current_frame + 1)
project.undo_redo.add_undo_method(project, "change_cel", project.current_frame)
project.undo_redo.commit_action()
# it doesn't update properly without yields
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
adjust_scroll_container()
func _on_DeleteFrame_pressed() -> void:
var indices := []
for cel in Global.current_project.selected_cels:
var f: int = cel[0]
if not f in indices:
indices.append(f)
indices.sort()
delete_frames(indices)
func delete_frames(indices := []) -> void:
var project: Project = Global.current_project
if project.frames.size() == 1:
return
if indices.size() == project.frames.size():
indices.remove(indices.size() - 1) # Ensure the project has at least 1 frame
elif indices.size() == 0:
indices.append(project.current_frame)
var current_frame: int = min(project.current_frame, project.frames.size() - indices.size() - 1)
var frames := []
var frame_correction := 0 # Only needed for tag adjustment
var new_animation_tags := project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(
new_animation_tags[i].name,
new_animation_tags[i].color,
new_animation_tags[i].from,
new_animation_tags[i].to
)
for f in indices:
frames.append(project.frames[f])
# Loop through the tags to see if the frame is in one
f -= frame_correction # Erasing made frames indexes 1 step ahead their intended tags
var tag_correction := 0 # needed when tag is erased
for tag_ind in new_animation_tags.size():
var tag = new_animation_tags[tag_ind - tag_correction]
if f + 1 >= tag.from && f + 1 <= tag.to:
if tag.from == tag.to: # If we're deleting the only frame in the tag
new_animation_tags.erase(tag)
tag_correction += 1
else:
tag.to -= 1
elif f + 1 < tag.from:
tag.from -= 1
tag.to -= 1
frame_correction += 1 # Compensation for the next batch
project.undos += 1
project.undo_redo.create_action("Remove Frame")
project.undo_redo.add_do_method(project, "remove_frames", indices)
project.undo_redo.add_undo_method(project, "add_frames", frames, indices)
project.undo_redo.add_do_property(project, "animation_tags", new_animation_tags)
project.undo_redo.add_undo_property(project, "animation_tags", project.animation_tags)
project.undo_redo.add_do_method(project, "change_cel", current_frame)
project.undo_redo.add_undo_method(project, "change_cel", project.current_frame)
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.commit_action()
# it doesn't update properly without yields
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
adjust_scroll_container()
func _on_CopyFrame_pressed() -> void:
var indices := []
for cel in Global.current_project.selected_cels:
var f: int = cel[0]
if not f in indices:
indices.append(f)
indices.sort()
copy_frames(indices)
func copy_frames(indices := []) -> void:
var project: Project = Global.current_project
if indices.size() == 0:
indices.append(project.current_frame)
var copied_frames := []
var copied_indices := range(indices[-1] + 1, indices[-1] + 1 + indices.size())
var new_animation_tags := project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same
# as project.animation_tags's classes. Needed for undo/redo to work properly.
for i in new_animation_tags.size():
new_animation_tags[i] = AnimationTag.new(
new_animation_tags[i].name,
new_animation_tags[i].color,
new_animation_tags[i].from,
new_animation_tags[i].to
)
project.undos += 1
project.undo_redo.create_action("Add Frame")
for f in indices:
var new_frame := Frame.new()
copied_frames.append(new_frame)
var src_frame: Frame = project.frames[f]
new_frame.duration = src_frame.duration
for l in range(project.layers.size()):
var src_cel: BaseCel = project.frames[f].cels[l] # Cel we're copying from, the source
var new_cel: BaseCel
var selected_id := -1
if src_cel is Cel3D:
new_cel = src_cel.get_script().new(
src_cel.size, false, src_cel.object_properties, src_cel.scene_properties
)
if src_cel.selected != null:
selected_id = src_cel.selected.id
else:
new_cel = src_cel.get_script().new()
if project.layers[l].new_cels_linked:
if src_cel.link_set == null:
src_cel.link_set = {}
project.undo_redo.add_do_method(
project.layers[l], "link_cel", src_cel, src_cel.link_set
)
project.undo_redo.add_undo_method(project.layers[l], "link_cel", src_cel, null)
new_cel.set_content(src_cel.get_content(), src_cel.image_texture)
new_cel.link_set = src_cel.link_set
else:
new_cel.set_content(src_cel.copy_content())
new_cel.opacity = src_cel.opacity
if new_cel is Cel3D:
if selected_id in new_cel.object_properties.keys():
if selected_id != -1:
new_cel.selected = new_cel.get_object_from_id(selected_id)
new_frame.cels.append(new_cel)
# Loop through the tags to see if the frame is in one
for tag in new_animation_tags:
if indices[-1] + 1 >= tag.from && indices[-1] + 1 <= tag.to:
tag.to += 1
elif indices[-1] + 1 < tag.from:
tag.from += 1
tag.to += 1
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.add_do_method(project, "add_frames", copied_frames, copied_indices)
project.undo_redo.add_undo_method(project, "remove_frames", copied_indices)
project.undo_redo.add_do_method(project, "change_cel", indices[-1] + 1)
project.undo_redo.add_undo_method(project, "change_cel", indices[-1])
project.undo_redo.add_do_property(project, "animation_tags", new_animation_tags)
project.undo_redo.add_undo_property(project, "animation_tags", project.animation_tags)
project.undo_redo.commit_action()
func _on_FrameTagButton_pressed() -> void:
find_node("FrameTagDialog").popup_centered()
func _on_MoveLeft_pressed() -> void:
var frame: int = Global.current_project.current_frame
if frame == 0:
return
Global.frame_hbox.get_child(frame).change_frame_order(-1)
func _on_MoveRight_pressed() -> void:
var frame: int = Global.current_project.current_frame
if frame == Global.current_project.frames.size() - 1: # using last_frame caused problems
return
Global.frame_hbox.get_child(frame).change_frame_order(1)
func _on_OnionSkinning_pressed() -> void:
Global.onion_skinning = !Global.onion_skinning
Global.canvas.refresh_onion()
var texture_button: TextureRect = onion_skinning_button.get_child(0)
if Global.onion_skinning:
Global.change_button_texturerect(texture_button, "onion_skinning.png")
else:
Global.change_button_texturerect(texture_button, "onion_skinning_off.png")
func _on_OnionSkinningSettings_pressed() -> void:
$OnionSkinningSettings.popup(
Rect2(
onion_skinning_button.rect_global_position.x - $OnionSkinningSettings.rect_size.x - 16,
onion_skinning_button.rect_global_position.y - 106,
136,
126
)
)
func _on_LoopAnim_pressed() -> void:
var texture_button: TextureRect = loop_animation_button.get_child(0)
match animation_loop:
0: # Make it loop
animation_loop = 1
Global.change_button_texturerect(texture_button, "loop.png")
loop_animation_button.hint_tooltip = "Cycle loop"
1: # Make it ping-pong
animation_loop = 2
Global.change_button_texturerect(texture_button, "loop_pingpong.png")
loop_animation_button.hint_tooltip = "Ping-pong loop"
2: # Make it stop
animation_loop = 0
Global.change_button_texturerect(texture_button, "loop_none.png")
loop_animation_button.hint_tooltip = "No loop"
func _on_PlayForward_toggled(button_pressed: bool) -> void:
if button_pressed:
Global.change_button_texturerect(Global.play_forward.get_child(0), "pause.png")
else:
Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png")
play_animation(button_pressed, true)
func _on_PlayBackwards_toggled(button_pressed: bool) -> void:
if button_pressed:
Global.change_button_texturerect(Global.play_backwards.get_child(0), "pause.png")
else:
Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png")
play_animation(button_pressed, false)
# Called on each frame of the animation
func _on_AnimationTimer_timeout() -> void:
if first_frame == last_frame:
Global.play_forward.pressed = false
Global.play_backwards.pressed = false
Global.animation_timer.stop()
return
Global.canvas.selection.transform_content_confirm()
var project: Project = Global.current_project
var fps := project.fps
if animation_forward:
if project.current_frame < last_frame:
project.selected_cels.clear()
project.change_cel(project.current_frame + 1, -1)
Global.animation_timer.wait_time = (
project.frames[project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start() # Change the frame, change the wait time and start a cycle
else:
match animation_loop:
0: # No loop
Global.play_forward.pressed = false
Global.play_backwards.pressed = false
Global.animation_timer.stop()
is_animation_running = false
1: # Cycle loop
project.selected_cels.clear()
project.change_cel(first_frame, -1)
Global.animation_timer.wait_time = (
project.frames[project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start()
2: # Ping pong loop
animation_forward = false
_on_AnimationTimer_timeout()
else:
if project.current_frame > first_frame:
project.selected_cels.clear()
project.change_cel(project.current_frame - 1, -1)
Global.animation_timer.wait_time = (
project.frames[project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start()
else:
match animation_loop:
0: # No loop
Global.play_backwards.pressed = false
Global.play_forward.pressed = false
Global.animation_timer.stop()
is_animation_running = false
1: # Cycle loop
project.selected_cels.clear()
project.change_cel(last_frame, -1)
Global.animation_timer.wait_time = (
project.frames[project.current_frame].duration
* (1 / fps)
)
Global.animation_timer.start()
2: # Ping pong loop
animation_forward = true
_on_AnimationTimer_timeout()
frame_scroll_container.ensure_control_visible(
Global.frame_hbox.get_child(project.current_frame)
)
func play_animation(play: bool, forward_dir: bool) -> void:
first_frame = 0
last_frame = Global.current_project.frames.size() - 1
if Global.play_only_tags:
for tag in Global.current_project.animation_tags:
if (
Global.current_project.current_frame + 1 >= tag.from
&& Global.current_project.current_frame + 1 <= tag.to
):
first_frame = tag.from - 1
last_frame = min(Global.current_project.frames.size() - 1, tag.to - 1)
if first_frame == last_frame:
if forward_dir:
Global.play_forward.pressed = false
else:
Global.play_backwards.pressed = false
return
if forward_dir:
Global.play_backwards.disconnect("toggled", self, "_on_PlayBackwards_toggled")
Global.play_backwards.pressed = false
Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png")
Global.play_backwards.connect("toggled", self, "_on_PlayBackwards_toggled")
else:
Global.play_forward.disconnect("toggled", self, "_on_PlayForward_toggled")
Global.play_forward.pressed = false
Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png")
Global.play_forward.connect("toggled", self, "_on_PlayForward_toggled")
if play:
Global.animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing
var duration: float = Global.current_project.frames[Global.current_project.current_frame].duration
var fps = Global.current_project.fps
Global.animation_timer.wait_time = duration * (1 / fps)
Global.animation_timer.start()
animation_forward = forward_dir
else:
Global.animation_timer.stop()
is_animation_running = play
func _on_NextFrame_pressed() -> void:
var project := Global.current_project
if project.current_frame < project.frames.size() - 1:
project.selected_cels.clear()
project.change_cel(project.current_frame + 1, -1)
func _on_PreviousFrame_pressed() -> void:
var project := Global.current_project
if project.current_frame > 0:
project.selected_cels.clear()
project.change_cel(project.current_frame - 1, -1)
func _on_LastFrame_pressed() -> void:
Global.current_project.selected_cels.clear()
Global.current_project.change_cel(Global.current_project.frames.size() - 1, -1)
func _on_FirstFrame_pressed() -> void:
Global.current_project.selected_cels.clear()
Global.current_project.change_cel(0, -1)
func _on_FPSValue_value_changed(value: float) -> void:
Global.current_project.fps = float(value)
Global.animation_timer.wait_time = 1 / Global.current_project.fps
func _on_PastOnionSkinning_value_changed(value: float) -> void:
Global.onion_skinning_past_rate = int(value)
Global.config_cache.set_value("timeline", "past_rate", Global.onion_skinning_past_rate)
Global.canvas.update()
func _on_FutureOnionSkinning_value_changed(value: float) -> void:
Global.onion_skinning_future_rate = int(value)
Global.config_cache.set_value("timeline", "future_rate", Global.onion_skinning_future_rate)
Global.canvas.update()
func _on_BlueRedMode_toggled(button_pressed: bool) -> void:
Global.onion_skinning_blue_red = button_pressed
Global.config_cache.set_value("timeline", "blue_red", Global.onion_skinning_blue_red)
Global.canvas.update()
func _on_PastPlacement_item_selected(index: int) -> void:
past_above_canvas = (index == 0)
Global.config_cache.set_value("timeline", "past_above_canvas", past_above_canvas)
Global.canvas.get_node("OnionPast").set("show_behind_parent", !past_above_canvas)
func _on_FuturePlacement_item_selected(index: int) -> void:
future_above_canvas = (index == 0)
Global.config_cache.set_value("timeline", "future_above_canvas", future_above_canvas)
Global.canvas.get_node("OnionFuture").set("show_behind_parent", !future_above_canvas)
# Layer buttons
func add_layer(type: int) -> void:
var project: Project = Global.current_project
var current_layer = project.layers[project.current_layer]
var l: BaseLayer
match type:
Global.LayerTypes.PIXEL:
l = PixelLayer.new(project)
Global.LayerTypes.GROUP:
l = GroupLayer.new(project)
Global.LayerTypes.THREE_D:
l = Layer3D.new(project)
var cels := []
for f in project.frames:
cels.append(l.new_empty_cel())
var new_layer_idx := project.current_layer + 1
if current_layer is GroupLayer:
new_layer_idx = project.current_layer
if !current_layer.expanded:
current_layer.expanded = true
for layer_button in Global.layer_vbox.get_children():
layer_button.update_buttons()
var expanded = project.layers[layer_button.layer].is_expanded_in_hierarchy()
layer_button.visible = expanded
Global.cel_vbox.get_child(layer_button.get_index()).visible = expanded
# make layer child of group
l.parent = Global.current_project.layers[project.current_layer]
else:
# set the parent of layer to be the same as the layer below it
l.parent = Global.current_project.layers[project.current_layer].parent
project.undos += 1
project.undo_redo.create_action("Add Layer")
project.undo_redo.add_do_method(project, "add_layers", [l], [new_layer_idx], [cels])
project.undo_redo.add_undo_method(project, "remove_layers", [new_layer_idx])
project.undo_redo.add_do_method(project, "change_cel", -1, new_layer_idx)
project.undo_redo.add_undo_method(project, "change_cel", -1, project.current_layer)
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.commit_action()
func _on_CloneLayer_pressed() -> void:
var project: Project = Global.current_project
var source_layers: Array = project.layers[project.current_layer].get_children(true)
source_layers.append(project.layers[project.current_layer])
var clones := [] # Array of Layers
var cels := [] # 2D Array of Cels
for src_layer in source_layers:
var cl_layer: BaseLayer = src_layer.get_script().new(project)
cl_layer.project = project
cl_layer.index = src_layer.index
var src_layer_data: Dictionary = src_layer.serialize()
for link_set in src_layer_data.get("link_sets", []):
link_set["cels"].clear() # Clear away the indices
cl_layer.deserialize(src_layer_data)
clones.append(cl_layer)
cels.append([])
for frame in project.frames:
var src_cel: BaseCel = frame.cels[src_layer.index]
var new_cel: BaseCel
if src_cel is Cel3D:
new_cel = src_cel.get_script().new(
src_cel.size, false, src_cel.object_properties, src_cel.scene_properties
)
else:
new_cel = src_cel.get_script().new()
if src_cel.link_set == null:
new_cel.set_content(src_cel.copy_content())
else:
new_cel.link_set = cl_layer.cel_link_sets[src_layer.cel_link_sets.find(
src_cel.link_set
)]
if new_cel.link_set["cels"].size() > 0:
var linked_cel: BaseCel = new_cel.link_set["cels"][0]
new_cel.set_content(linked_cel.get_content(), linked_cel.image_texture)
else:
new_cel.set_content(src_cel.copy_content())
new_cel.link_set["cels"].append(new_cel)
new_cel.opacity = src_cel.opacity
cels[-1].append(new_cel)
for cl_layer in clones:
var p = source_layers.find(cl_layer.parent)
if p > -1: # Swap parent with clone if the parent is one of the source layers
cl_layer.parent = clones[p]
else: # Add (Copy) to the name if its not a child of another copied layer
cl_layer.name = str(cl_layer.name, " (", tr("copy"), ")")
var indices := range(project.current_layer + 1, project.current_layer + clones.size() + 1)
project.undos += 1
project.undo_redo.create_action("Add Layer")
project.undo_redo.add_do_method(project, "add_layers", clones, indices, cels)
project.undo_redo.add_undo_method(project, "remove_layers", indices)
project.undo_redo.add_do_method(
project, "change_cel", -1, project.current_layer + clones.size()
)
project.undo_redo.add_undo_method(project, "change_cel", -1, project.current_layer)
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.commit_action()
func _on_RemoveLayer_pressed() -> void:
var project: Project = Global.current_project
if project.layers.size() == 1:
return
var layers: Array = project.layers[project.current_layer].get_children(true)
layers.append(project.layers[project.current_layer])
var indices := []
for l in layers:
indices.append(l.index)
var cels := []
for l in layers:
cels.append([])
for f in project.frames:
cels[-1].append(f.cels[l.index])
project.undos += 1
project.undo_redo.create_action("Remove Layer")
project.undo_redo.add_do_method(project, "remove_layers", indices)
project.undo_redo.add_undo_method(project, "add_layers", layers, indices, cels)
project.undo_redo.add_do_method(project, "change_cel", -1, max(indices[0] - 1, 0))
project.undo_redo.add_undo_method(project, "change_cel", -1, project.current_layer)
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.commit_action()
# Move the layer up or down in layer order and/or reparent to be deeper/shallower in the
# layer hierarchy depending on its current index and parent
func change_layer_order(up: bool) -> void:
var project: Project = Global.current_project
var layer: BaseLayer = project.layers[project.current_layer]
var child_count = layer.get_child_count(true)
var from_indices := range(layer.index - child_count, layer.index + 1)
var from_parents := []
for l in from_indices:
from_parents.append(project.layers[l].parent)
var to_parents := from_parents.duplicate()
var to_index = layer.index - child_count # the index where the LOWEST shifted layer should end up
if up:
var above_layer: BaseLayer = project.layers[project.current_layer + 1]
if layer.parent == above_layer: # Above is the parent, leave the parent and go up
to_parents[-1] = above_layer.parent
to_index = to_index + 1
elif layer.parent != above_layer.parent: # Above layer must be deeper in the hierarchy
# Move layer 1 level deeper in hierarchy. Done by setting its parent to the parent of
# above_layer, and if that is multiple levels, drop levels until its just 1
to_parents[-1] = above_layer.parent
while to_parents[-1].parent != layer.parent:
to_parents[-1] = to_parents[-1].parent
elif above_layer.accepts_child(layer):
to_parents[-1] = above_layer
else:
to_index = to_index + 1
else: # Down
if layer.index == child_count: # If at the very bottom of the layer stack
if not is_instance_valid(layer.parent):
return
to_parents[-1] = layer.parent.parent # Drop a level in the hierarchy
else:
var below_layer: BaseLayer = project.layers[project.current_layer - 1 - child_count]
if layer.parent != below_layer.parent: # If there is a hierarchy change
to_parents[-1] = layer.parent.parent # Drop a level in the hierarchy
elif below_layer.accepts_child(layer):
to_parents[-1] = below_layer
to_index = to_index - 1
else:
to_index = to_index - 1
var to_indices := range(to_index, to_index + child_count + 1)
project.undo_redo.create_action("Change Layer Order")
project.undo_redo.add_do_method(project, "move_layers", from_indices, to_indices, to_parents)
project.undo_redo.add_undo_method(
project, "move_layers", to_indices, from_indices, from_parents
)
project.undo_redo.add_do_method(project, "change_cel", -1, to_index + child_count)
project.undo_redo.add_undo_method(project, "change_cel", -1, project.current_layer)
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.commit_action()
func _on_MergeDownLayer_pressed() -> void:
var project: Project = Global.current_project
var top_layer: BaseLayer = project.layers[project.current_layer]
var bottom_layer: PixelLayer = project.layers[project.current_layer - 1]
var top_cels := []
project.undos += 1
project.undo_redo.create_action("Merge Layer")
for frame in project.frames:
top_cels.append(frame.cels[top_layer.index]) # Store for undo purposes
var top_image := Image.new()
top_image.copy_from(frame.cels[top_layer.index].get_image())
top_image.lock()
if frame.cels[top_layer.index].opacity < 1: # If we have layer transparency
for xx in top_image.get_size().x:
for yy in top_image.get_size().y:
var pixel_color: Color = top_image.get_pixel(xx, yy)
var alpha: float = pixel_color.a * frame.cels[top_layer.index].opacity
top_image.set_pixel(
xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)
)
top_image.unlock()
var bottom_cel: BaseCel = frame.cels[bottom_layer.index]
var bottom_image := Image.new()
bottom_image.copy_from(bottom_cel.image)
bottom_image.blend_rect(top_image, Rect2(Vector2.ZERO, project.size), Vector2.ZERO)
if (
bottom_cel.link_set != null
and bottom_cel.link_set.size() > 1
and not top_image.is_invisible()
):
# Unlink cel:
project.undo_redo.add_do_method(bottom_layer, "link_cel", bottom_cel, null)
project.undo_redo.add_undo_method(
bottom_layer, "link_cel", bottom_cel, bottom_cel.link_set
)
project.undo_redo.add_do_property(bottom_cel, "image_texture", ImageTexture.new())
project.undo_redo.add_undo_property(
bottom_cel, "image_texture", bottom_cel.image_texture
)
project.undo_redo.add_do_property(bottom_cel, "image", bottom_image)
project.undo_redo.add_undo_property(bottom_cel, "image", bottom_cel.image)
else:
project.undo_redo.add_do_property(bottom_cel.image, "data", bottom_image.data)
project.undo_redo.add_undo_property(bottom_cel.image, "data", bottom_cel.image.data)
project.undo_redo.add_do_method(project, "remove_layers", [top_layer.index])
project.undo_redo.add_undo_method(
project, "add_layers", [top_layer], [top_layer.index], [top_cels]
)
project.undo_redo.add_do_method(project, "change_cel", -1, bottom_layer.index)
project.undo_redo.add_undo_method(project, "change_cel", -1, top_layer.index)
project.undo_redo.add_undo_method(Global, "undo_or_redo", true)
project.undo_redo.add_do_method(Global, "undo_or_redo", false)
project.undo_redo.commit_action()
func _on_OpacitySlider_value_changed(value) -> void:
var current_frame: Frame = Global.current_project.frames[Global.current_project.current_frame]
var cel: BaseCel = current_frame.cels[Global.current_project.current_layer]
cel.opacity = value / 100
Global.canvas.update()
func _on_OnionSkinningSettings_popup_hide() -> void:
Global.can_draw = true
# Methods to update the UI in response to changes in the current project
func project_changed() -> void:
var project: Project = Global.current_project
# These must be removed from tree immediately to not mess up the indices of
# the new buttons, so use either free or queue_free + parent.remove_child
for layer_button in Global.layer_vbox.get_children():
layer_button.free()
for frame_button in Global.frame_hbox.get_children():
frame_button.free()
for cel_hbox in Global.cel_vbox.get_children():
cel_hbox.free()
for i in project.layers.size():
project_layer_added(i)
for f in project.frames.size():
var button: Button = frame_button_node.instance()
button.frame = f
Global.frame_hbox.add_child(button)
# Press selected cel/frame/layer buttons
for cel_index in project.selected_cels:
var frame: int = cel_index[0]
var layer: int = cel_index[1]
if frame < Global.frame_hbox.get_child_count():
var frame_button: BaseButton = Global.frame_hbox.get_child(frame)
frame_button.pressed = true
var vbox_child_count: int = Global.cel_vbox.get_child_count()
if layer < vbox_child_count:
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(vbox_child_count - 1 - layer)
if frame < cel_hbox.get_child_count():
var cel_button = cel_hbox.get_child(frame)
cel_button.pressed = true
var layer_button = Global.layer_vbox.get_child(vbox_child_count - 1 - layer)
layer_button.pressed = true
func project_frame_added(frame: int) -> void:
var project: Project = Global.current_project
var button: Button = frame_button_node.instance()
button.frame = frame
Global.frame_hbox.add_child(button)
Global.frame_hbox.move_child(button, frame)
frame_scroll_container.call_deferred( # Make it visible, yes 3 call_deferreds are required
"call_deferred", "call_deferred", "ensure_control_visible", button
)
var layer := Global.cel_vbox.get_child_count() - 1
for cel_hbox in Global.cel_vbox.get_children():
var cel_button = project.frames[frame].cels[layer].instantiate_cel_button()
cel_button.frame = frame
cel_button.layer = layer
cel_hbox.add_child(cel_button)
cel_hbox.move_child(cel_button, frame)
layer -= 1
func project_frame_removed(frame: int) -> void:
Global.frame_hbox.get_child(frame).queue_free()
Global.frame_hbox.remove_child(Global.frame_hbox.get_child(frame))
for cel_hbox in Global.cel_vbox.get_children():
cel_hbox.get_child(frame).free()
func project_layer_added(layer: int) -> void:
var project: Project = Global.current_project
var layer_button: LayerButton = project.layers[layer].instantiate_layer_button()
layer_button.layer = layer
if project.layers[layer].name == "":
project.layers[layer].set_name_to_default(Global.current_project.layers.size())
var cel_hbox := HBoxContainer.new()
for f in project.frames.size():
var cel_button = project.frames[f].cels[layer].instantiate_cel_button()
cel_button.frame = f
cel_button.layer = layer
cel_hbox.add_child(cel_button)
layer_button.visible = Global.current_project.layers[layer].is_expanded_in_hierarchy()
cel_hbox.visible = layer_button.visible
Global.layer_vbox.add_child(layer_button)
var count := Global.layer_vbox.get_child_count()
Global.layer_vbox.move_child(layer_button, count - 1 - layer)
Global.cel_vbox.add_child(cel_hbox)
Global.cel_vbox.move_child(cel_hbox, count - 1 - layer)
func project_layer_removed(layer: int) -> void:
var count := Global.layer_vbox.get_child_count()
Global.layer_vbox.get_child(count - 1 - layer).free()
Global.cel_vbox.get_child(count - 1 - layer).free()
func project_cel_added(frame: int, layer: int) -> void:
var cel_hbox := Global.cel_vbox.get_child(Global.cel_vbox.get_child_count() - 1 - layer)
var cel_button = Global.current_project.frames[frame].cels[layer].instantiate_cel_button()
cel_button.frame = frame
cel_button.layer = layer
cel_hbox.add_child(cel_button)
cel_hbox.move_child(cel_button, frame)
func project_cel_removed(frame: int, layer: int) -> void:
var cel_hbox := Global.cel_vbox.get_child(Global.cel_vbox.get_child_count() - 1 - layer)
cel_hbox.get_child(frame).queue_free()
cel_hbox.remove_child(cel_hbox.get_child(frame))