mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-02-13 17:23:08 +00:00
852 lines
30 KiB
GDScript
852 lines
30 KiB
GDScript
# gdlint: ignore=max-public-methods
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class_name Project
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extends RefCounted
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## A class for project properties.
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signal serialized(dict: Dictionary)
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signal about_to_deserialize(dict: Dictionary)
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signal resized
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signal timeline_updated
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var name := "":
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set(value):
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name = value
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var project_index := Global.projects.find(self)
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if project_index < Global.tabs.tab_count and project_index > -1:
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Global.tabs.set_tab_title(project_index, name)
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var size: Vector2i:
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set = _size_changed
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var undo_redo := UndoRedo.new()
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var tiles: Tiles
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var undos := 0 ## The number of times we added undo properties
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var can_undo := true
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var fill_color := Color(0)
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var has_changed := false:
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set(value):
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has_changed = value
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if value:
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Global.project_data_changed.emit(self)
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Global.tabs.set_tab_title(Global.tabs.current_tab, name + "(*)")
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else:
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Global.tabs.set_tab_title(Global.tabs.current_tab, name)
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# frames and layers Arrays should generally only be modified directly when
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# opening/creating a project. When modifying the current project, use
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# the add/remove/move/swap_frames/layers methods
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var frames: Array[Frame] = []
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var layers: Array[BaseLayer] = []
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var current_frame := 0
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var current_layer := 0
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var selected_cels := [[0, 0]] ## Array of Arrays of 2 integers (frame & layer)
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## Array that contains the order of the [BaseLayer] indices that are being drawn.
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## Takes into account each [BaseCel]'s invidiual z-index. If all z-indexes are 0, then the
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## array just contains the indices of the layers in increasing order.
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## See [method order_layers].
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var ordered_layers: Array[int] = [0]
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var animation_tags: Array[AnimationTag] = []:
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set = _animation_tags_changed
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var guides: Array[Guide] = []
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var brushes: Array[Image] = []
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var reference_images: Array[ReferenceImage] = []
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var reference_index: int = -1 # The currently selected index ReferenceImage
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var vanishing_points := [] ## Array of Vanishing Points
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var fps := 6.0
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var user_data := "" ## User defined data, set in the project properties.
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var x_symmetry_point: float
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var y_symmetry_point: float
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var x_symmetry_axis := SymmetryGuide.new()
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var y_symmetry_axis := SymmetryGuide.new()
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var selection_map := SelectionMap.new()
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## This is useful for when the selection is outside of the canvas boundaries,
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## on the left and/or above (negative coords)
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var selection_offset := Vector2i.ZERO:
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set(value):
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selection_offset = value
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Global.canvas.selection.marching_ants_outline.offset = selection_offset
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var has_selection := false
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## For every camera (currently there are 3)
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var cameras_rotation: PackedFloat32Array = [0.0, 0.0, 0.0]
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var cameras_zoom: PackedVector2Array = [
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Vector2(0.15, 0.15), Vector2(0.15, 0.15), Vector2(0.15, 0.15)
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]
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var cameras_offset: PackedVector2Array = [Vector2.ZERO, Vector2.ZERO, Vector2.ZERO]
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# Export directory path and export file name
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var save_path := ""
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var export_directory_path := ""
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var file_name := "untitled"
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var file_format := Export.FileFormat.PNG
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var was_exported := false
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var export_overwrite := false
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var backup_path := ""
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var animation_tag_node := preload("res://src/UI/Timeline/AnimationTagUI.tscn")
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func _init(_frames: Array[Frame] = [], _name := tr("untitled"), _size := Vector2i(64, 64)) -> void:
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frames = _frames
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name = _name
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size = _size
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tiles = Tiles.new(size)
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selection_map.copy_from(Image.create(size.x, size.y, false, Image.FORMAT_LA8))
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Global.tabs.add_tab(name)
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undo_redo.max_steps = Global.max_undo_steps
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x_symmetry_point = size.x - 1
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y_symmetry_point = size.y - 1
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x_symmetry_axis.type = x_symmetry_axis.Types.HORIZONTAL
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x_symmetry_axis.project = self
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x_symmetry_axis.add_point(Vector2(-19999, y_symmetry_point / 2 + 0.5))
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x_symmetry_axis.add_point(Vector2(19999, y_symmetry_point / 2 + 0.5))
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Global.canvas.add_child(x_symmetry_axis)
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y_symmetry_axis.type = y_symmetry_axis.Types.VERTICAL
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y_symmetry_axis.project = self
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y_symmetry_axis.add_point(Vector2(x_symmetry_point / 2 + 0.5, -19999))
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y_symmetry_axis.add_point(Vector2(x_symmetry_point / 2 + 0.5, 19999))
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Global.canvas.add_child(y_symmetry_axis)
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if OS.get_name() == "Web":
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export_directory_path = "user://"
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else:
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export_directory_path = Global.config_cache.get_value(
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"data", "current_dir", OS.get_system_dir(OS.SYSTEM_DIR_DESKTOP)
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)
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Global.project_created.emit(self)
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func remove() -> void:
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remove_backup_file()
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undo_redo.free()
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for ri in reference_images:
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ri.queue_free()
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if self == Global.current_project:
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# If the project is not current_project then the points need not be removed
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for point_idx in vanishing_points.size():
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var editor = Global.perspective_editor
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for c in editor.vanishing_point_container.get_children():
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c.queue_free()
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for guide in guides:
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guide.queue_free()
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for frame in frames:
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for l in layers.size():
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var cel: BaseCel = frame.cels[l]
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cel.on_remove()
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# Prevents memory leak (due to the layers' project reference stopping ref counting from freeing)
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layers.clear()
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Global.projects.erase(self)
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func remove_backup_file() -> void:
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if not backup_path.is_empty():
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if FileAccess.file_exists(backup_path):
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DirAccess.remove_absolute(backup_path)
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func commit_undo() -> void:
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if not can_undo:
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return
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if Global.canvas.selection.is_moving_content:
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Global.canvas.selection.transform_content_cancel()
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else:
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undo_redo.undo()
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func commit_redo() -> void:
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if not can_undo:
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return
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Global.control.redone = true
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undo_redo.redo()
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Global.control.redone = false
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func new_empty_frame() -> Frame:
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var frame := Frame.new()
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var bottom_layer := true
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for l in layers: # Create as many cels as there are layers
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var cel := l.new_empty_cel()
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if cel is PixelCel and bottom_layer and fill_color.a > 0:
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cel.image.fill(fill_color)
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frame.cels.append(cel)
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bottom_layer = false
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return frame
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## Returns the currently selected [BaseCel].
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func get_current_cel() -> BaseCel:
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return frames[current_frame].cels[current_layer]
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func selection_map_changed() -> void:
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var image_texture: ImageTexture
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has_selection = !selection_map.is_invisible()
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if has_selection:
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image_texture = ImageTexture.create_from_image(selection_map)
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Global.canvas.selection.marching_ants_outline.texture = image_texture
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Global.top_menu_container.edit_menu.set_item_disabled(Global.EditMenu.NEW_BRUSH, !has_selection)
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Global.top_menu_container.image_menu.set_item_disabled(
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Global.ImageMenu.CROP_TO_SELECTION, !has_selection
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)
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func change_project() -> void:
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Global.animation_timeline.project_changed()
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animation_tags = animation_tags
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# Change the project brushes
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Brushes.clear_project_brush()
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for brush in brushes:
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Brushes.add_project_brush(brush)
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Global.transparent_checker.update_rect()
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Global.cursor_position_label.text = "[%s×%s]" % [size.x, size.y]
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Global.get_window().title = "%s - Pixelorama %s" % [name, Global.current_version]
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if has_changed:
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Global.get_window().title = Global.get_window().title + "(*)"
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if export_directory_path != "":
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Global.open_sprites_dialog.current_path = export_directory_path
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Global.save_sprites_dialog.current_path = export_directory_path
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selection_map_changed()
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func serialize() -> Dictionary:
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var layer_data := []
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for layer in layers:
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layer_data.append(layer.serialize())
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layer_data[-1]["metadata"] = _serialize_metadata(layer)
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var tag_data := []
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for tag in animation_tags:
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tag_data.append(tag.serialize())
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var guide_data := []
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for guide in guides:
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if guide is SymmetryGuide:
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continue
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if !is_instance_valid(guide):
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continue
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var coords := guide.points[0].x
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if guide.type == Guide.Types.HORIZONTAL:
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coords = guide.points[0].y
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guide_data.append({"type": guide.type, "pos": coords})
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var frame_data := []
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for frame in frames:
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var cel_data := []
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for cel in frame.cels:
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cel_data.append(cel.serialize())
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cel_data[-1]["metadata"] = _serialize_metadata(cel)
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var current_frame_data := {
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"cels": cel_data, "duration": frame.duration, "metadata": _serialize_metadata(frame)
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}
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if not frame.user_data.is_empty():
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current_frame_data["user_data"] = frame.user_data
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frame_data.append(current_frame_data)
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var brush_data := []
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for brush in brushes:
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brush_data.append({"size_x": brush.get_size().x, "size_y": brush.get_size().y})
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var reference_image_data := []
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for reference_image in reference_images:
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reference_image_data.append(reference_image.serialize())
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var metadata := _serialize_metadata(self)
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var project_data := {
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"pixelorama_version": Global.current_version,
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"pxo_version": ProjectSettings.get_setting("application/config/Pxo_Version"),
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"size_x": size.x,
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"size_y": size.y,
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"tile_mode_x_basis_x": tiles.x_basis.x,
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"tile_mode_x_basis_y": tiles.x_basis.y,
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"tile_mode_y_basis_x": tiles.y_basis.x,
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"tile_mode_y_basis_y": tiles.y_basis.y,
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"layers": layer_data,
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"tags": tag_data,
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"guides": guide_data,
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"symmetry_points": [x_symmetry_point, y_symmetry_point],
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"frames": frame_data,
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"brushes": brush_data,
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"reference_images": reference_image_data,
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"vanishing_points": vanishing_points,
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"export_file_name": file_name,
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"export_file_format": file_format,
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"fps": fps,
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"user_data": user_data,
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"metadata": metadata
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}
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serialized.emit(project_data)
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return project_data
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func deserialize(dict: Dictionary, zip_reader: ZIPReader = null, file: FileAccess = null) -> void:
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about_to_deserialize.emit(dict)
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if dict.has("size_x") and dict.has("size_y"):
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size.x = dict.size_x
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size.y = dict.size_y
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tiles.tile_size = size
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selection_map.crop(size.x, size.y)
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if dict.has("tile_mode_x_basis_x") and dict.has("tile_mode_x_basis_y"):
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tiles.x_basis.x = dict.tile_mode_x_basis_x
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tiles.x_basis.y = dict.tile_mode_x_basis_y
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if dict.has("tile_mode_y_basis_x") and dict.has("tile_mode_y_basis_y"):
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tiles.y_basis.x = dict.tile_mode_y_basis_x
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tiles.y_basis.y = dict.tile_mode_y_basis_y
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if dict.has("frames") and dict.has("layers"):
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for saved_layer in dict.layers:
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match int(saved_layer.get("type", Global.LayerTypes.PIXEL)):
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Global.LayerTypes.PIXEL:
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layers.append(PixelLayer.new(self))
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Global.LayerTypes.GROUP:
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layers.append(GroupLayer.new(self))
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Global.LayerTypes.THREE_D:
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layers.append(Layer3D.new(self))
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var frame_i := 0
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for frame in dict.frames:
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var cels: Array[BaseCel] = []
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var cel_i := 0
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for cel in frame.cels:
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match int(dict.layers[cel_i].get("type", Global.LayerTypes.PIXEL)):
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Global.LayerTypes.PIXEL:
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var image := Image.new()
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if is_instance_valid(zip_reader): # For pxo files saved in 1.0+
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var image_data := zip_reader.read_file(
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"image_data/frames/%s/layer_%s" % [frame_i + 1, cel_i + 1]
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)
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image = Image.create_from_data(
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size.x, size.y, false, Image.FORMAT_RGBA8, image_data
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)
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elif is_instance_valid(file): # For pxo files saved in 0.x
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var buffer := file.get_buffer(size.x * size.y * 4)
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image = Image.create_from_data(
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size.x, size.y, false, Image.FORMAT_RGBA8, buffer
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)
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cels.append(PixelCel.new(image))
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Global.LayerTypes.GROUP:
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cels.append(GroupCel.new())
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Global.LayerTypes.THREE_D:
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if is_instance_valid(file): # For pxo files saved in 0.x
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# Don't do anything with it, just read it so that the file can move on
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file.get_buffer(size.x * size.y * 4)
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cels.append(Cel3D.new(size, true))
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if dict.has("pxo_version"):
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cel["pxo_version"] = dict["pxo_version"]
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cels[cel_i].deserialize(cel)
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_deserialize_metadata(cels[cel_i], cel)
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cel_i += 1
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var duration := 1.0
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if frame.has("duration"):
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duration = frame.duration
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elif dict.has("frame_duration"):
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duration = dict.frame_duration[frame_i]
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var frame_class := Frame.new(cels, duration)
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frame_class.user_data = frame.get("user_data", "")
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_deserialize_metadata(frame_class, frame)
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frames.append(frame_class)
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frame_i += 1
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# Parent references to other layers are created when deserializing
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# a layer, so loop again after creating them:
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for layer_i in dict.layers.size():
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layers[layer_i].index = layer_i
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layers[layer_i].deserialize(dict.layers[layer_i])
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_deserialize_metadata(layers[layer_i], dict.layers[layer_i])
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if dict.has("tags"):
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for tag in dict.tags:
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var new_tag := AnimationTag.new(tag.name, Color(tag.color), tag.from, tag.to)
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new_tag.user_data = tag.get("user_data", "")
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animation_tags.append(new_tag)
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animation_tags = animation_tags
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if dict.has("guides"):
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for g in dict.guides:
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var guide := Guide.new()
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guide.type = g.type
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if guide.type == Guide.Types.HORIZONTAL:
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guide.add_point(Vector2(-99999, g.pos))
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guide.add_point(Vector2(99999, g.pos))
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else:
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guide.add_point(Vector2(g.pos, -99999))
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guide.add_point(Vector2(g.pos, 99999))
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guide.has_focus = false
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guide.project = self
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Global.canvas.add_child(guide)
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if dict.has("reference_images"):
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for g in dict.reference_images:
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var ri := ReferenceImage.new()
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ri.project = self
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ri.deserialize(g)
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Global.canvas.reference_image_container.add_child(ri)
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if dict.has("vanishing_points"):
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vanishing_points = dict.vanishing_points
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Global.perspective_editor.queue_redraw()
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if dict.has("symmetry_points"):
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x_symmetry_point = dict.symmetry_points[0]
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y_symmetry_point = dict.symmetry_points[1]
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for point in x_symmetry_axis.points.size():
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x_symmetry_axis.points[point].y = floorf(y_symmetry_point / 2 + 1)
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for point in y_symmetry_axis.points.size():
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y_symmetry_axis.points[point].x = floorf(x_symmetry_point / 2 + 1)
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file_name = dict.get("export_file_name", file_name)
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file_format = dict.get("export_file_format", file_name)
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fps = dict.get("fps", file_name)
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user_data = dict.get("user_data", user_data)
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_deserialize_metadata(self, dict)
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order_layers()
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func _serialize_metadata(object: Object) -> Dictionary:
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var metadata := {}
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for meta in object.get_meta_list():
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metadata[meta] = object.get_meta(meta)
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return metadata
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func _deserialize_metadata(object: Object, dict: Dictionary) -> void:
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if not dict.has("metadata"):
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return
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var metadata: Dictionary = dict["metadata"]
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for meta in metadata.keys():
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object.set_meta(meta, metadata[meta])
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func _size_changed(value: Vector2i) -> void:
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if not is_instance_valid(tiles):
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size = value
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return
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if size.x != 0:
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tiles.x_basis = tiles.x_basis * value.x / size.x
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else:
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tiles.x_basis = Vector2i(value.x, 0)
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if size.y != 0:
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tiles.y_basis = tiles.y_basis * value.y / size.y
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else:
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tiles.y_basis = Vector2i(0, value.y)
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tiles.tile_size = value
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size = value
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Global.canvas.crop_rect.reset()
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resized.emit()
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func change_cel(new_frame: int, new_layer := -1) -> void:
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if new_frame < 0:
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new_frame = current_frame
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if new_layer < 0:
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new_layer = current_layer
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Global.canvas.selection.transform_content_confirm()
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# Unpress all buttons
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for i in frames.size():
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var frame_button: BaseButton = Global.frame_hbox.get_child(i)
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frame_button.button_pressed = false # Unpress all frame buttons
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for cel_hbox in Global.cel_vbox.get_children():
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if i < cel_hbox.get_child_count():
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cel_hbox.get_child(i).button_pressed = false # Unpress all cel buttons
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for layer_button in Global.layer_vbox.get_children():
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layer_button.button_pressed = false # Unpress all layer buttons
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if selected_cels.is_empty():
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selected_cels.append([new_frame, new_layer])
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for cel in selected_cels: # Press selected buttons
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||
var frame: int = cel[0]
|
||
var layer: int = cel[1]
|
||
if frame < Global.frame_hbox.get_child_count():
|
||
var frame_button: BaseButton = Global.frame_hbox.get_child(frame)
|
||
frame_button.button_pressed = true # Press selected frame buttons
|
||
|
||
var layer_vbox_child_count: int = Global.layer_vbox.get_child_count()
|
||
if layer < layer_vbox_child_count:
|
||
var layer_button = Global.layer_vbox.get_child(layer_vbox_child_count - 1 - layer)
|
||
layer_button.button_pressed = true # Press selected layer buttons
|
||
|
||
var cel_vbox_child_count: int = Global.cel_vbox.get_child_count()
|
||
if layer < cel_vbox_child_count:
|
||
var cel_hbox: Container = Global.cel_vbox.get_child(cel_vbox_child_count - 1 - layer)
|
||
if frame < cel_hbox.get_child_count():
|
||
var cel_button: BaseButton = cel_hbox.get_child(frame)
|
||
cel_button.button_pressed = true # Press selected cel buttons
|
||
|
||
if new_frame != current_frame: # If the frame has changed
|
||
current_frame = new_frame
|
||
|
||
if new_layer != current_layer: # If the layer has changed
|
||
current_layer = new_layer
|
||
|
||
order_layers()
|
||
Global.transparent_checker.update_rect()
|
||
Global.cel_switched.emit()
|
||
if get_current_cel() is Cel3D:
|
||
await RenderingServer.frame_post_draw
|
||
await RenderingServer.frame_post_draw
|
||
Global.canvas.update_all_layers = true
|
||
Global.canvas.queue_redraw()
|
||
|
||
|
||
func _animation_tags_changed(value: Array[AnimationTag]) -> void:
|
||
animation_tags = value
|
||
for child in Global.tag_container.get_children():
|
||
child.queue_free()
|
||
|
||
for tag in animation_tags:
|
||
var tag_c := animation_tag_node.instantiate()
|
||
tag_c.tag = tag
|
||
Global.tag_container.add_child(tag_c)
|
||
var tag_position := Global.tag_container.get_child_count() - 1
|
||
Global.tag_container.move_child(tag_c, tag_position)
|
||
|
||
_set_timeline_first_and_last_frames()
|
||
|
||
|
||
func _set_timeline_first_and_last_frames() -> void:
|
||
# This is useful in case tags get modified DURING the animation is playing
|
||
# otherwise, this code is useless in this context, since these values are being set
|
||
# when the play buttons get pressed anyway
|
||
Global.animation_timeline.first_frame = 0
|
||
Global.animation_timeline.last_frame = frames.size() - 1
|
||
if Global.play_only_tags:
|
||
for tag in animation_tags:
|
||
if current_frame + 1 >= tag.from && current_frame + 1 <= tag.to:
|
||
Global.animation_timeline.first_frame = tag.from - 1
|
||
Global.animation_timeline.last_frame = mini(frames.size() - 1, tag.to - 1)
|
||
|
||
|
||
func is_empty() -> bool:
|
||
return (
|
||
frames.size() == 1
|
||
and layers.size() == 1
|
||
and layers[0] is PixelLayer
|
||
and frames[0].cels[0].image.is_invisible()
|
||
and animation_tags.size() == 0
|
||
)
|
||
|
||
|
||
func can_pixel_get_drawn(pixel: Vector2i, image := selection_map) -> bool:
|
||
if pixel.x < 0 or pixel.y < 0 or pixel.x >= size.x or pixel.y >= size.y:
|
||
return false
|
||
|
||
if tiles.mode != Tiles.MODE.NONE and !tiles.has_point(pixel):
|
||
return false
|
||
|
||
if has_selection:
|
||
return image.is_pixel_selected(pixel)
|
||
else:
|
||
return true
|
||
|
||
|
||
## Loops through all of the cels until it finds a drawable (non-[GroupCel]) [BaseCel]
|
||
## in the specified [param frame] and returns it. If no drawable cel is found,
|
||
## meaning that all of the cels are [GroupCel]s, the method returns null.
|
||
## If no [param frame] is specified, the method will use the current frame.
|
||
func find_first_drawable_cel(frame := frames[current_frame]) -> BaseCel:
|
||
var result: BaseCel
|
||
var cel := frame.cels[0]
|
||
var i := 0
|
||
while cel is GroupCel and i < layers.size():
|
||
cel = frame.cels[i]
|
||
i += 1
|
||
if not cel is GroupCel:
|
||
result = cel
|
||
return result
|
||
|
||
|
||
## Re-order layers to take each cel's z-index into account. If all z-indexes are 0,
|
||
## then the order of drawing is the same as the order of the layers itself.
|
||
func order_layers(frame_index := current_frame) -> void:
|
||
ordered_layers = []
|
||
for i in layers.size():
|
||
ordered_layers.append(i)
|
||
ordered_layers.sort_custom(_z_index_sort.bind(frame_index))
|
||
|
||
|
||
## Used as a [Callable] for [method Array.sort_custom] to sort layers
|
||
## while taking each cel's z-index into account.
|
||
func _z_index_sort(a: int, b: int, frame_index: int) -> bool:
|
||
var z_index_a := frames[frame_index].cels[a].z_index
|
||
var z_index_b := frames[frame_index].cels[b].z_index
|
||
var layer_index_a := layers[a].index + z_index_a
|
||
var layer_index_b := layers[b].index + z_index_b
|
||
if layer_index_a < layer_index_b:
|
||
return true
|
||
if layer_index_a == layer_index_b and z_index_a < z_index_b:
|
||
return true
|
||
return false
|
||
|
||
|
||
# Timeline modifications
|
||
# Modifying layers or frames Arrays on the current project should generally only be done
|
||
# through these methods.
|
||
# These allow you to add/remove/move/swap frames/layers/cels. It updates the Animation Timeline
|
||
# UI, and updates indices. These are designed to be reversible, meaning that to undo an add, you
|
||
# use remove, and vice versa. To undo a move or swap, use move or swap with the parameters swapped.
|
||
|
||
|
||
# indices should be in ascending order
|
||
func add_frames(new_frames: Array, indices: PackedInt32Array) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
for i in new_frames.size():
|
||
# For each linked cel in the frame, update its layer's cel_link_sets
|
||
for l in layers.size():
|
||
var cel: BaseCel = new_frames[i].cels[l]
|
||
if cel.link_set != null:
|
||
if not layers[l].cel_link_sets.has(cel.link_set):
|
||
layers[l].cel_link_sets.append(cel.link_set)
|
||
cel.link_set["cels"].append(cel)
|
||
# Add frame
|
||
frames.insert(indices[i], new_frames[i])
|
||
Global.animation_timeline.project_frame_added(indices[i])
|
||
_update_frame_ui()
|
||
|
||
|
||
func remove_frames(indices: PackedInt32Array) -> void: # indices should be in ascending order
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
for i in indices.size():
|
||
# With each removed index, future indices need to be lowered, so subtract by i
|
||
# For each linked cel in the frame, update its layer's cel_link_sets
|
||
for l in layers.size():
|
||
var cel := frames[indices[i] - i].cels[l]
|
||
cel.on_remove()
|
||
if cel.link_set != null:
|
||
cel.link_set["cels"].erase(cel)
|
||
if cel.link_set["cels"].is_empty():
|
||
layers[l].cel_link_sets.erase(cel.link_set)
|
||
# Remove frame
|
||
frames.remove_at(indices[i] - i)
|
||
Global.animation_timeline.project_frame_removed(indices[i] - i)
|
||
_update_frame_ui()
|
||
|
||
|
||
# from_indices and to_indicies should be in ascending order
|
||
func move_frames(from_indices: PackedInt32Array, to_indices: PackedInt32Array) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
var removed_frames := []
|
||
for i in from_indices.size():
|
||
# With each removed index, future indices need to be lowered, so subtract by i
|
||
removed_frames.append(frames.pop_at(from_indices[i] - i))
|
||
Global.animation_timeline.project_frame_removed(from_indices[i] - i)
|
||
for i in to_indices.size():
|
||
frames.insert(to_indices[i], removed_frames[i])
|
||
Global.animation_timeline.project_frame_added(to_indices[i])
|
||
_update_frame_ui()
|
||
|
||
|
||
func swap_frame(a_index: int, b_index: int) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
var temp := frames[a_index]
|
||
frames[a_index] = frames[b_index]
|
||
frames[b_index] = temp
|
||
Global.animation_timeline.project_frame_removed(a_index)
|
||
Global.animation_timeline.project_frame_added(a_index)
|
||
Global.animation_timeline.project_frame_removed(b_index)
|
||
Global.animation_timeline.project_frame_added(b_index)
|
||
_set_timeline_first_and_last_frames()
|
||
|
||
|
||
func reverse_frames(frame_indices: PackedInt32Array) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
for i in frame_indices.size() / 2:
|
||
var index := frame_indices[i]
|
||
var reverse_index := frame_indices[-i - 1]
|
||
var temp := frames[index]
|
||
frames[index] = frames[reverse_index]
|
||
frames[reverse_index] = temp
|
||
Global.animation_timeline.project_frame_removed(index)
|
||
Global.animation_timeline.project_frame_added(index)
|
||
Global.animation_timeline.project_frame_removed(reverse_index)
|
||
Global.animation_timeline.project_frame_added(reverse_index)
|
||
_set_timeline_first_and_last_frames()
|
||
change_cel(-1)
|
||
|
||
|
||
## [param cels] is 2d Array of [BaseCel]s
|
||
func add_layers(new_layers: Array, indices: PackedInt32Array, cels: Array) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
for i in indices.size():
|
||
layers.insert(indices[i], new_layers[i])
|
||
for f in frames.size():
|
||
frames[f].cels.insert(indices[i], cels[i][f])
|
||
new_layers[i].project = self
|
||
Global.animation_timeline.project_layer_added(indices[i])
|
||
_update_layer_ui()
|
||
|
||
|
||
func remove_layers(indices: PackedInt32Array) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
for i in indices.size():
|
||
# With each removed index, future indices need to be lowered, so subtract by i
|
||
layers.remove_at(indices[i] - i)
|
||
for frame in frames:
|
||
frame.cels[indices[i] - i].on_remove()
|
||
frame.cels.remove_at(indices[i] - i)
|
||
Global.animation_timeline.project_layer_removed(indices[i] - i)
|
||
_update_layer_ui()
|
||
|
||
|
||
# from_indices and to_indicies should be in ascending order
|
||
func move_layers(
|
||
from_indices: PackedInt32Array, to_indices: PackedInt32Array, to_parents: Array
|
||
) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
var removed_layers := []
|
||
var removed_cels := [] # 2D array of cels (an array for each layer removed)
|
||
|
||
for i in from_indices.size():
|
||
# With each removed index, future indices need to be lowered, so subtract by i
|
||
removed_layers.append(layers.pop_at(from_indices[i] - i))
|
||
removed_layers[i].parent = to_parents[i] # parents must be set before UI created in next loop
|
||
removed_cels.append([])
|
||
for frame in frames:
|
||
removed_cels[i].append(frame.cels.pop_at(from_indices[i] - i))
|
||
Global.animation_timeline.project_layer_removed(from_indices[i] - i)
|
||
for i in to_indices.size():
|
||
layers.insert(to_indices[i], removed_layers[i])
|
||
for f in frames.size():
|
||
frames[f].cels.insert(to_indices[i], removed_cels[i][f])
|
||
Global.animation_timeline.project_layer_added(to_indices[i])
|
||
_update_layer_ui()
|
||
|
||
|
||
# "a" and "b" should both contain "from", "to", and "to_parents" arrays.
|
||
# (Using dictionaries because there seems to be a limit of 5 arguments for do/undo method calls)
|
||
func swap_layers(a: Dictionary, b: Dictionary) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
var a_layers := []
|
||
var b_layers := []
|
||
var a_cels := [] # 2D array of cels (an array for each layer removed)
|
||
var b_cels := [] # 2D array of cels (an array for each layer removed)
|
||
for i in a.from.size():
|
||
a_layers.append(layers.pop_at(a.from[i] - i))
|
||
Global.animation_timeline.project_layer_removed(a.from[i] - i)
|
||
a_layers[i].parent = a.to_parents[i] # All parents must be set early, before creating buttons
|
||
a_cels.append([])
|
||
for frame in frames:
|
||
a_cels[i].append(frame.cels.pop_at(a.from[i] - i))
|
||
for i in b.from.size():
|
||
var index = (b.from[i] - i) if a.from[0] > b.from[0] else (b.from[i] - i - a.from.size())
|
||
b_layers.append(layers.pop_at(index))
|
||
Global.animation_timeline.project_layer_removed(index)
|
||
b_layers[i].parent = b.to_parents[i] # All parents must be set early, before creating buttons
|
||
b_cels.append([])
|
||
for frame in frames:
|
||
b_cels[i].append(frame.cels.pop_at(index))
|
||
|
||
for i in a_layers.size():
|
||
var index = a.to[i] if a.to[0] < b.to[0] else (a.to[i] - b.to.size())
|
||
layers.insert(index, a_layers[i])
|
||
for f in frames.size():
|
||
frames[f].cels.insert(index, a_cels[i][f])
|
||
Global.animation_timeline.project_layer_added(index)
|
||
for i in b_layers.size():
|
||
layers.insert(b.to[i], b_layers[i])
|
||
for f in frames.size():
|
||
frames[f].cels.insert(b.to[i], b_cels[i][f])
|
||
Global.animation_timeline.project_layer_added(b.to[i])
|
||
_update_layer_ui()
|
||
|
||
|
||
## Moves multiple cels between different frames, but on the same layer.
|
||
## TODO: Perhaps figure out a way to optimize this. Right now it copies all of the cels of
|
||
## a layer into a temporary array, sorts it and then copies it into each frame's `cels` array
|
||
## on that layer. This was done in order to replicate the code from [method move_frames].
|
||
## TODO: Make a method like this, but for moving cels between different layers, on the same frame.
|
||
func move_cels_same_layer(
|
||
from_indices: PackedInt32Array, to_indices: PackedInt32Array, layer: int
|
||
) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
var cels: Array[BaseCel] = []
|
||
for frame in frames:
|
||
cels.append(frame.cels[layer])
|
||
var removed_cels: Array[BaseCel] = []
|
||
for i in from_indices.size():
|
||
# With each removed index, future indices need to be lowered, so subtract by i
|
||
removed_cels.append(cels.pop_at(from_indices[i] - i))
|
||
for i in to_indices.size():
|
||
cels.insert(to_indices[i], removed_cels[i])
|
||
for i in frames.size():
|
||
var new_cel := cels[i]
|
||
frames[i].cels[layer] = new_cel
|
||
|
||
for i in from_indices.size():
|
||
# With each removed index, future indices need to be lowered, so subtract by i
|
||
Global.animation_timeline.project_cel_removed(from_indices[i] - i, layer)
|
||
for i in to_indices.size():
|
||
Global.animation_timeline.project_cel_added(to_indices[i], layer)
|
||
|
||
# Update the cel buttons for this layer:
|
||
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - layer)
|
||
for f in frames.size():
|
||
cel_hbox.get_child(f).frame = f
|
||
cel_hbox.get_child(f).button_setup()
|
||
|
||
|
||
func swap_cel(a_frame: int, a_layer: int, b_frame: int, b_layer: int) -> void:
|
||
Global.canvas.selection.transform_content_confirm()
|
||
selected_cels.clear()
|
||
var temp := frames[a_frame].cels[a_layer]
|
||
frames[a_frame].cels[a_layer] = frames[b_frame].cels[b_layer]
|
||
frames[b_frame].cels[b_layer] = temp
|
||
Global.animation_timeline.project_cel_removed(a_frame, a_layer)
|
||
Global.animation_timeline.project_cel_added(a_frame, a_layer)
|
||
Global.animation_timeline.project_cel_removed(b_frame, b_layer)
|
||
Global.animation_timeline.project_cel_added(b_frame, b_layer)
|
||
|
||
|
||
func _update_frame_ui() -> void:
|
||
for f in frames.size(): # Update the frames and frame buttons
|
||
Global.frame_hbox.get_child(f).frame = f
|
||
Global.frame_hbox.get_child(f).text = str(f + 1)
|
||
|
||
for l in layers.size(): # Update the cel buttons
|
||
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
|
||
for f in frames.size():
|
||
cel_hbox.get_child(f).frame = f
|
||
cel_hbox.get_child(f).button_setup()
|
||
_set_timeline_first_and_last_frames()
|
||
timeline_updated.emit()
|
||
|
||
|
||
## Update the layer indices and layer/cel buttons
|
||
func _update_layer_ui() -> void:
|
||
for l in layers.size():
|
||
layers[l].index = l
|
||
Global.layer_vbox.get_child(layers.size() - 1 - l).layer_index = l
|
||
var cel_hbox: HBoxContainer = Global.cel_vbox.get_child(layers.size() - 1 - l)
|
||
for f in frames.size():
|
||
cel_hbox.get_child(f).layer = l
|
||
cel_hbox.get_child(f).button_setup()
|
||
timeline_updated.emit()
|
||
|
||
|
||
## Change the current reference image
|
||
func set_reference_image_index(new_index: int) -> void:
|
||
reference_index = clamp(-1, new_index, reference_images.size() - 1)
|
||
Global.canvas.reference_image_container.update_index(reference_index)
|
||
|
||
|
||
## Returns the reference image based on reference_index
|
||
func get_current_reference_image() -> ReferenceImage:
|
||
return get_reference_image(reference_index)
|
||
|
||
|
||
## Returns the reference image based on the index or null if index < 0
|
||
func get_reference_image(index: int) -> ReferenceImage:
|
||
if index < 0 or index > reference_images.size() - 1:
|
||
return null
|
||
return reference_images[index]
|
||
|
||
|
||
## Reorders the position of the reference image in the tree / reference_images array
|
||
func reorder_reference_image(from: int, to: int) -> void:
|
||
var ri: ReferenceImage = reference_images.pop_at(from)
|
||
reference_images.insert(to, ri)
|
||
Global.canvas.reference_image_container.move_child(ri, to)
|