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Pixelorama/src/UI/Timeline/CelButton.gd

203 lines
8.8 KiB
GDScript

extends Button
var frame := 0
var layer := 0
onready var popup_menu : PopupMenu = $PopupMenu
func _ready() -> void:
rect_min_size.x = Global.animation_timeline.cel_size
rect_min_size.y = Global.animation_timeline.cel_size
hint_tooltip = tr("Frame: %s, Layer: %s") % [frame + 1, layer]
if Global.current_project.frames[frame] in Global.current_project.layers[layer].linked_cels:
get_node("LinkedIndicator").visible = true
popup_menu.set_item_text(4, "Unlink Cel")
popup_menu.set_item_metadata(4, "Unlink Cel")
else:
get_node("LinkedIndicator").visible = false
popup_menu.set_item_text(4, "Link Cel")
popup_menu.set_item_metadata(4, "Link Cel")
# Reset the checkers size because it assumes you want the same size as the canvas
var checker = $CelTexture/TransparentChecker
checker.rect_size = checker.get_parent().rect_size
func _on_CelButton_resized() -> void:
get_node("CelTexture").rect_min_size.x = rect_min_size.x - 4
get_node("CelTexture").rect_min_size.y = rect_min_size.y - 4
get_node("LinkedIndicator").polygon[1].x = rect_min_size.x
get_node("LinkedIndicator").polygon[2].x = rect_min_size.x
get_node("LinkedIndicator").polygon[2].y = rect_min_size.y
get_node("LinkedIndicator").polygon[3].y = rect_min_size.y
func _on_CelButton_pressed() -> void:
if Input.is_action_just_released("left_mouse"):
Global.current_project.current_frame = frame
Global.current_project.current_layer = layer
elif Input.is_action_just_released("right_mouse"):
if Global.current_project.frames.size() == 1:
popup_menu.set_item_disabled(0, true)
popup_menu.set_item_disabled(2, true)
popup_menu.set_item_disabled(3, true)
else:
popup_menu.set_item_disabled(0, false)
if frame > 0:
popup_menu.set_item_disabled(2, false)
if frame < Global.current_project.frames.size() - 1:
popup_menu.set_item_disabled(3, false)
popup_menu.popup(Rect2(get_global_mouse_position(), Vector2.ONE))
pressed = !pressed
elif Input.is_action_just_released("middle_mouse"): # Middle mouse click
pressed = !pressed
Global.animation_timeline._on_DeleteFrame_pressed(frame)
else: # An example of this would be Space
pressed = !pressed
func _on_PopupMenu_id_pressed(ID : int) -> void:
match ID:
0: # Remove Frame
Global.animation_timeline._on_DeleteFrame_pressed(frame)
1: # Clone Frame
Global.animation_timeline._on_CopyFrame_pressed(frame)
2: # Move Left
change_frame_order(-1)
3: # Move Right
change_frame_order(1)
4: # Unlink Cel
var cel_index : int = Global.current_project.layers[layer].linked_cels.find(Global.current_project.frames[frame])
var f = Global.current_project.frames[frame]
var new_layers : Array = Global.current_project.layers.duplicate()
# Loop through the array to create new classes for each element, so that they
# won't be the same as the original array's classes. Needed for undo/redo to work properly.
for i in new_layers.size():
var new_linked_cels = new_layers[i].linked_cels.duplicate()
new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels)
var new_cels : Array = f.cels.duplicate()
for i in new_cels.size():
new_cels[i] = Cel.new(new_cels[i].image, new_cels[i].opacity)
if popup_menu.get_item_metadata(4) == "Unlink Cel":
new_layers[layer].linked_cels.remove(cel_index)
var sprite := Image.new()
sprite.copy_from(Global.current_project.frames[frame].cels[layer].image)
sprite.lock()
new_cels[layer].image = sprite
Global.current_project.undo_redo.create_action("Unlink Cel")
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
elif popup_menu.get_item_metadata(4) == "Link Cel":
new_layers[layer].linked_cels.append(Global.current_project.frames[frame])
Global.current_project.undo_redo.create_action("Link Cel")
Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
if new_layers[layer].linked_cels.size() > 1:
# If there are already linked cels, set the current cel's image
# to the first linked cel's image
new_cels[layer].image = new_layers[layer].linked_cels[0].cels[layer].image
new_cels[layer].image_texture = new_layers[layer].linked_cels[0].cels[layer].image_texture
Global.current_project.undo_redo.add_do_property(f, "cels", new_cels)
Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
5: # Frame Properties
Global.frame_properties.popup_centered()
Global.dialog_open(true)
Global.frame_properties.set_frame_label(frame)
Global.frame_properties.set_frame_dur(Global.current_project.frames[frame].duration)
func change_frame_order(rate : int) -> void:
var change = frame + rate
var new_frames : Array = Global.current_project.frames.duplicate()
var temp = new_frames[frame]
new_frames[frame] = new_frames[change]
new_frames[change] = temp
Global.current_project.undo_redo.create_action("Change Frame Order")
Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
if Global.current_project.current_frame == frame:
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", change)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()
func get_drag_data(_position) -> Array:
var button := Button.new()
button.rect_size = rect_size
button.theme = Global.control.theme
var texture_rect := TextureRect.new()
texture_rect.rect_size = $CelTexture.rect_size
texture_rect.rect_position = $CelTexture.rect_position
texture_rect.expand = true
texture_rect.texture = $CelTexture.texture
button.add_child(texture_rect)
set_drag_preview(button)
return [frame, layer]
func can_drop_data(_pos, data) -> bool:
if typeof(data) == TYPE_ARRAY:
var new_frame = data[0]
var new_layer = data[1]
if Global.current_project.frames[frame] in Global.current_project.layers[layer].linked_cels or Global.current_project.frames[new_frame] in Global.current_project.layers[new_layer].linked_cels:
# If the cel we're dragging or the cel we are targeting are linked, don't allow dragging
return false
else:
return true
else:
return false
func drop_data(_pos, data) -> void:
var new_frame = data[0]
var new_layer = data[1]
var this_frame_new_cels = Global.current_project.frames[frame].cels.duplicate()
var new_frame_new_cels
var temp = this_frame_new_cels[layer]
this_frame_new_cels[layer] = Global.current_project.frames[new_frame].cels[new_layer]
if frame == new_frame:
this_frame_new_cels[new_layer] = temp
else:
new_frame_new_cels = Global.current_project.frames[new_frame].cels.duplicate()
new_frame_new_cels[new_layer] = temp
Global.current_project.undo_redo.create_action("Move Cels")
Global.current_project.undo_redo.add_do_property(Global.current_project.frames[frame], "cels", this_frame_new_cels)
if frame != new_frame: # If the cel moved to a different frame
Global.current_project.undo_redo.add_do_property(Global.current_project.frames[new_frame], "cels", new_frame_new_cels)
Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", frame)
Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame)
Global.current_project.undo_redo.add_undo_property(Global.current_project.frames[new_frame], "cels", Global.current_project.frames[new_frame].cels)
Global.current_project.undo_redo.add_undo_property(Global.current_project.frames[frame], "cels", Global.current_project.frames[frame].cels)
Global.current_project.undo_redo.add_undo_method(Global, "undo")
Global.current_project.undo_redo.add_do_method(Global, "redo")
Global.current_project.undo_redo.commit_action()