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Pixelorama/Scripts/AnimationTimeline.gd
OverloadedOrama cf55c9167f Changed FrameTagDialog and made it its own scene
The way frames are being added has changed, and now you can modify existing tags too. Deletion will come soon.
2020-04-06 00:51:46 +03:00

319 lines
13 KiB
GDScript

extends Panel
var fps := 6.0
var animation_loop := 1 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
var animation_forward := true
onready var timeline_scroll : ScrollContainer = $AnimationContainer/TimelineContainer/TimelineScroll
onready var tag_scroll_container : ScrollContainer = $AnimationContainer/TimelineContainer/OpacityAndTagContainer/TagScroll
func _ready() -> void:
timeline_scroll.get_h_scrollbar().connect("value_changed", self, "_h_scroll_changed")
func _h_scroll_changed(value : float) -> void:
# Let the main timeline ScrollContainer affect the tag ScrollContainer too
tag_scroll_container.get_child(0).rect_min_size.x = timeline_scroll.get_child(0).rect_size.x - 212
tag_scroll_container.scroll_horizontal = value
func add_frame() -> void:
var new_canvas : Canvas = load("res://Prefabs/Canvas.tscn").instance()
new_canvas.size = Global.canvas.size
new_canvas.frame = Global.canvases.size()
var new_canvases: Array = Global.canvases.duplicate()
new_canvases.append(new_canvas)
var new_hidden_canvases: Array = Global.hidden_canvases.duplicate()
new_hidden_canvases.append(new_canvas)
Global.undos += 1
Global.undo_redo.create_action("Add Frame")
Global.undo_redo.add_do_method(Global, "redo", [new_canvas])
Global.undo_redo.add_undo_method(Global, "undo", [new_canvas])
Global.undo_redo.add_do_property(Global, "canvases", new_canvases)
Global.undo_redo.add_do_property(Global, "hidden_canvases", Global.hidden_canvases)
Global.undo_redo.add_do_property(Global, "canvas", new_canvas)
Global.undo_redo.add_do_property(Global, "current_frame", new_canvases.size() - 1)
for c in Global.canvases:
Global.undo_redo.add_do_property(c, "visible", false)
Global.undo_redo.add_undo_property(c, "visible", c.visible)
for l_i in range(Global.layers.size()):
if Global.layers[l_i][4]: # If the link button is pressed
# var new_layers : Array = Global.layers.duplicate()
# new_layers[l_i][5].append(new_canvas)
Global.layers[l_i][5].append(new_canvas)
Global.undo_redo.add_undo_property(Global, "canvases", Global.canvases)
Global.undo_redo.add_undo_property(Global, "hidden_canvases", new_hidden_canvases)
Global.undo_redo.add_undo_property(Global, "canvas", Global.canvas)
Global.undo_redo.add_undo_property(Global, "current_frame", Global.current_frame)
Global.undo_redo.commit_action()
func _on_FrameTagButton_pressed() -> void:
Global.tag_dialog.popup_centered()
func _on_OnionSkinning_pressed() -> void:
Global.onion_skinning = !Global.onion_skinning
Global.canvas.update()
if Global.onion_skinning:
Global.onion_skinning_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Onion_Skinning.png" % Global.theme_type)
Global.onion_skinning_button.texture_hover = load("res://Assets/Graphics/%s Themes/Timeline/Onion_Skinning_Hover.png" % Global.theme_type)
else:
Global.onion_skinning_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Onion_Skinning_Off.png" % Global.theme_type)
Global.onion_skinning_button.texture_hover = load("res://Assets/Graphics/%s Themes/Timeline/Onion_Skinning_Off_Hover.png" % Global.theme_type)
func _on_OnionSkinningSettings_pressed() -> void:
$OnionSkinningSettings.popup(Rect2(Global.onion_skinning_button.rect_global_position.x - 152, Global.onion_skinning_button.rect_global_position.y - 106, 136, 126))
func _on_LoopAnim_pressed() -> void:
match animation_loop:
0: # Make it loop
animation_loop = 1
Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop.png" % Global.theme_type)
Global.loop_animation_button.texture_hover = load("res://Assets/Graphics/%s Themes/Timeline/Loop_Hover.png" % Global.theme_type)
Global.loop_animation_button.hint_tooltip = "Cycle loop"
1: # Make it ping-pong
animation_loop = 2
Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_PingPong.png" % Global.theme_type)
Global.loop_animation_button.texture_hover = load("res://Assets/Graphics/%s Themes/Timeline/Loop_PingPong_Hover.png" % Global.theme_type)
Global.loop_animation_button.hint_tooltip = "Ping-pong loop"
2: # Make it stop
animation_loop = 0
Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_None.png" % Global.theme_type)
Global.loop_animation_button.texture_hover = load("res://Assets/Graphics/%s Themes/Timeline/Loop_None_Hover.png" % Global.theme_type)
Global.loop_animation_button.hint_tooltip = "No loop"
func _on_PlayForward_toggled(button_pressed : bool) -> void:
Global.play_backwards.pressed = false
if Global.canvases.size() == 1:
Global.play_forward.pressed = false
return
if button_pressed:
Global.animation_timer.wait_time = 1 / fps
Global.animation_timer.start()
animation_forward = true
else:
Global.animation_timer.stop()
func _on_PlayBackwards_toggled(button_pressed : bool) -> void:
Global.play_forward.pressed = false
if Global.canvases.size() == 1:
Global.play_backwards.pressed = false
return
if button_pressed:
Global.animation_timer.wait_time = 1 / fps
Global.animation_timer.start()
animation_forward = false
else:
Global.animation_timer.stop()
func _on_NextFrame_pressed() -> void:
if Global.current_frame < Global.canvases.size() - 1:
Global.current_frame += 1
func _on_PreviousFrame_pressed() -> void:
if Global.current_frame > 0:
Global.current_frame -= 1
func _on_LastFrame_pressed() -> void:
Global.current_frame = Global.canvases.size() - 1
func _on_FirstFrame_pressed() -> void:
Global.current_frame = 0
func _on_AnimationTimer_timeout() -> void:
if animation_forward:
if Global.current_frame < Global.canvases.size() - 1:
Global.current_frame += 1
else:
match animation_loop:
0: # No loop
Global.play_forward.pressed = false
Global.play_backwards.pressed = false
Global.animation_timer.stop()
1: # Cycle loop
Global.current_frame = 0
2: # Ping pong loop
animation_forward = false
_on_AnimationTimer_timeout()
else:
if Global.current_frame > 0:
Global.current_frame -= 1
else:
match animation_loop:
0: # No loop
Global.play_backwards.pressed = false
Global.play_forward.pressed = false
Global.animation_timer.stop()
1: # Cycle loop
Global.current_frame = Global.canvases.size() - 1
2: # Ping pong loop
animation_forward = true
_on_AnimationTimer_timeout()
func _on_FPSValue_value_changed(value) -> void:
fps = float(value)
Global.animation_timer.wait_time = 1 / fps
func _on_PastOnionSkinning_value_changed(value) -> void:
Global.onion_skinning_past_rate = int(value)
Global.canvas.update()
func _on_FutureOnionSkinning_value_changed(value) -> void:
Global.onion_skinning_future_rate = int(value)
Global.canvas.update()
func _on_BlueRedMode_toggled(button_pressed) -> void:
Global.onion_skinning_blue_red = button_pressed
Global.canvas.update()
# Layer buttons
func add_layer(is_new := true) -> void:
var layer_name = null
if !is_new: # Clone layer
layer_name = Global.layers[Global.current_layer][0] + " (" + tr("copy") + ")"
var new_layers : Array = Global.layers.duplicate()
# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
# will new frames be linked boolean (4), Array of linked frames (5)]
new_layers.append([layer_name, true, false, HBoxContainer.new(), false, []])
Global.undos += 1
Global.undo_redo.create_action("Add Layer")
for c in Global.canvases:
var new_layer := Image.new()
if is_new:
new_layer.create(c.size.x, c.size.y, false, Image.FORMAT_RGBA8)
else: # Clone layer
new_layer.copy_from(c.layers[Global.current_layer][0])
new_layer.lock()
var new_layer_tex := ImageTexture.new()
new_layer_tex.create_from_image(new_layer, 0)
var new_canvas_layers : Array = c.layers.duplicate()
# Store [Image, ImageTexture, Opacity]
new_canvas_layers.append([new_layer, new_layer_tex, 1])
Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer + 1)
Global.undo_redo.add_do_property(Global, "layers", new_layers)
Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer)
Global.undo_redo.add_undo_property(Global, "layers", Global.layers)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func _on_RemoveLayer_pressed() -> void:
var new_layers : Array = Global.layers.duplicate()
new_layers.remove(Global.current_layer)
Global.undos += 1
Global.undo_redo.create_action("Remove Layer")
if Global.current_layer > 0:
Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer - 1)
else:
Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer)
for c in Global.canvases:
var new_canvas_layers : Array = c.layers.duplicate()
new_canvas_layers.remove(Global.current_layer)
Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
Global.undo_redo.add_do_property(Global, "layers", new_layers)
Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer)
Global.undo_redo.add_undo_property(Global, "layers", Global.layers)
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.commit_action()
func change_layer_order(rate : int) -> void:
var change = Global.current_layer + rate
var new_layers : Array = Global.layers.duplicate()
var temp = new_layers[Global.current_layer]
new_layers[Global.current_layer] = new_layers[change]
new_layers[change] = temp
Global.undo_redo.create_action("Change Layer Order")
for c in Global.canvases:
var new_layers_canvas : Array = c.layers.duplicate()
var temp_canvas = new_layers_canvas[Global.current_layer]
new_layers_canvas[Global.current_layer] = new_layers_canvas[change]
new_layers_canvas[change] = temp_canvas
Global.undo_redo.add_do_property(c, "layers", new_layers_canvas)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
Global.undo_redo.add_do_property(Global, "current_layer", change)
Global.undo_redo.add_do_property(Global, "layers", new_layers)
Global.undo_redo.add_undo_property(Global, "layers", Global.layers)
Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func _on_MergeDownLayer_pressed() -> void:
var new_layers : Array = Global.layers.duplicate()
new_layers.remove(Global.current_layer)
Global.undos += 1
Global.undo_redo.create_action("Merge Layer")
for c in Global.canvases:
var new_layers_canvas : Array = c.layers.duplicate()
var selected_layer := Image.new()
selected_layer.copy_from(new_layers_canvas[Global.current_layer][0])
selected_layer.lock()
if c.layers[Global.current_layer][2] < 1: # If we have layer transparency
for xx in selected_layer.get_size().x:
for yy in selected_layer.get_size().y:
var pixel_color : Color = selected_layer.get_pixel(xx, yy)
var alpha : float = pixel_color.a * c.layers[Global.current_layer][2]
selected_layer.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
var new_layer := Image.new()
new_layer.copy_from(c.layers[Global.current_layer - 1][0])
new_layer.lock()
c.blend_rect(new_layer, selected_layer, Rect2(c.position, c.size), Vector2.ZERO)
new_layers_canvas.remove(Global.current_layer)
Global.undo_redo.add_do_property(c, "layers", new_layers_canvas)
Global.undo_redo.add_do_property(c.layers[Global.current_layer - 1][0], "data", new_layer.data)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
Global.undo_redo.add_undo_property(c.layers[Global.current_layer - 1][0], "data", c.layers[Global.current_layer - 1][0].data)
Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer - 1)
Global.undo_redo.add_do_property(Global, "layers", new_layers)
Global.undo_redo.add_undo_property(Global, "layers", Global.layers)
Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer)
Global.undo_redo.add_undo_method(Global, "undo", Global.canvases)
Global.undo_redo.add_do_method(Global, "redo", Global.canvases)
Global.undo_redo.commit_action()
func _on_OpacitySlider_value_changed(value) -> void:
Global.canvas.layers[Global.current_layer][2] = value / 100
Global.layer_opacity_slider.value = value
Global.layer_opacity_spinbox.value = value
Global.canvas.update()
func _on_OnionSkinningSettings_popup_hide() -> void:
Global.can_draw = true