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Pixelorama/Scripts/LayerContainer.gd
OverloadedOrama 943e20a0de Fixed crash on Linux with layer containers
When the user clicked on a layer container to change its name and then clicked away, the program crashed. This was because the name of the layer was changed (`Global.layers[i][0] = new_name`), and Global.layers_changed() was being called, which removed all of the layer container UI and re-created it.

This is unneeded to happen when only the layer name changes, so I added a boolean to skip the execution of the method.

Oddly enough, the crash was not happening on Windows (at least on my end) and it was working as expected. Godot's output terminal was not showing any error messages, either.
2020-04-06 18:35:54 +03:00

73 lines
3.1 KiB
GDScript

class_name LayerContainer
extends Button
var i := 0
var visibility_button : BaseButton
var lock_button : BaseButton
var linked_button : BaseButton
var label : Label
var line_edit : LineEdit
func _ready() -> void:
visibility_button = Global.find_node_by_name(self, "VisibilityButton")
lock_button = Global.find_node_by_name(self, "LockButton")
linked_button = Global.find_node_by_name(self, "LinkButton")
label = Global.find_node_by_name(self, "Label")
line_edit = Global.find_node_by_name(self, "LineEdit")
if Global.layers[i][1]:
visibility_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Layer_Visible.png" % Global.theme_type)
visibility_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Layer_Visible_Hover.png" % Global.theme_type)
else:
visibility_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Layer_Invisible.png" % Global.theme_type)
visibility_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Layer_Invisible_Hover.png" % Global.theme_type)
if Global.layers[i][2]:
lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Lock.png" % Global.theme_type)
lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Lock_Hover.png" % Global.theme_type)
else:
lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlock.png" % Global.theme_type)
lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlock_Hover.png" % Global.theme_type)
if Global.layers[i][4]: # If new layers will be linked
linked_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Linked_Layer.png" % Global.theme_type)
linked_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Linked_Layer_Hover.png" % Global.theme_type)
else:
linked_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlinked_Layer.png" % Global.theme_type)
linked_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlinked_Layer_Hover.png" % Global.theme_type)
func _input(event : InputEvent) -> void:
if (event.is_action_released("ui_accept") or event.is_action_released("ui_cancel")) and line_edit.visible and event.scancode != KEY_SPACE:
save_layer_name(line_edit.text)
func _on_LayerContainer_pressed() -> void:
pressed = !pressed
label.visible = false
line_edit.visible = true
line_edit.editable = true
line_edit.grab_focus()
func _on_LineEdit_focus_exited() -> void:
save_layer_name(line_edit.text)
func save_layer_name(new_name : String) -> void:
label.visible = true
line_edit.visible = false
line_edit.editable = false
label.text = new_name
Global.layers_changed_skip = true
Global.layers[i][0] = new_name
func _on_VisibilityButton_pressed() -> void:
Global.layers[i][1] = !Global.layers[i][1]
Global.canvas.update()
func _on_LockButton_pressed() -> void:
Global.layers[i][2] = !Global.layers[i][2]
func _on_LinkButton_pressed() -> void:
Global.layers[i][4] = !Global.layers[i][4]
if Global.layers[i][4] && !Global.layers[i][5]:
Global.layers[i][5].append(Global.canvas)
Global.layers[i][3].get_child(Global.current_frame)._ready()