mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 13:54:44 -04:00
Put frame duration as a member of the Frame class
Instead of having a frame_duration[] array in the Project class. This makes the code much more readable and understandable, using less lines of code and, by avoiding an extra array, we also avoid potential out-of-bound array crashes. The functionality for the user has not changed, and by testing so far I didn't find any issues.
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9 changed files with 40 additions and 66 deletions
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@ -9,7 +9,7 @@ func _draw() -> void:
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if frame >= current_project.frames.size():
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frame = current_project.current_frame
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$AnimationTimer.wait_time = current_project.frame_duration[frame] * (1 / Global.animation_timeline.fps)
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$AnimationTimer.wait_time = current_project.frames[frame].duration * (1 / Global.animation_timeline.fps)
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if animation_timer.is_stopped():
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frame = current_project.current_frame
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@ -30,6 +30,6 @@ func _on_AnimationTimer_timeout() -> void:
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frame = 0
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$AnimationTimer.set_one_shot(true)
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$AnimationTimer.wait_time = Global.current_project.frame_duration[frame] * (1 / Global.animation_timeline.fps)
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$AnimationTimer.wait_time = Global.current_project.frames[frame].duration * (1 / Global.animation_timeline.fps)
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$AnimationTimer.start()
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update()
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@ -149,7 +149,7 @@ func add_animated_preview() -> void:
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previews.add_child(container)
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frame_timer.set_one_shot(true) #The wait_time it can't change correctly if it is playing
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frame_timer.wait_time = Global.current_project.frame_duration[animated_preview_current_frame] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[animated_preview_current_frame].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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@ -363,14 +363,14 @@ func _on_FrameTimer_timeout() -> void:
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animated_preview_current_frame = 0
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else:
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animated_preview_current_frame += 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame - 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame - 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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Export.AnimationDirection.BACKWARDS:
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if animated_preview_current_frame == 0:
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animated_preview_current_frame = Export.processed_images.size() - 1
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else:
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animated_preview_current_frame -= 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame + 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame + 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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Export.AnimationDirection.PING_PONG:
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match pingpong_direction:
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@ -382,7 +382,7 @@ func _on_FrameTimer_timeout() -> void:
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animated_preview_current_frame = 0
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else:
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animated_preview_current_frame += 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame - 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame - 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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Export.AnimationDirection.BACKWARDS:
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if animated_preview_current_frame == 0:
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@ -392,7 +392,7 @@ func _on_FrameTimer_timeout() -> void:
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pingpong_direction = Export.AnimationDirection.FORWARD
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else:
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animated_preview_current_frame -= 1
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frame_timer.wait_time = Global.current_project.frame_duration[(animated_preview_current_frame + 1) % (animated_preview_frames.size())] * (1 / Global.animation_timeline.fps)
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frame_timer.wait_time = Global.current_project.frames[(animated_preview_current_frame + 1) % (animated_preview_frames.size())].duration * (1 / Global.animation_timeline.fps)
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frame_timer.start()
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@ -24,11 +24,9 @@ func _h_scroll_changed(value : float) -> void:
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func add_frame() -> void:
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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var frame : Frame = Global.canvas.new_empty_frame()
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var new_frames : Array = Global.current_project.frames.duplicate()
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var new_layers : Array = Global.current_project.layers.duplicate()
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frame_duration.insert(Global.current_project.current_frame + 1, 1)
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new_frames.insert(Global.current_project.current_frame + 1, frame)
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# Loop through the array to create new classes for each element, so that they
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# won't be the same as the original array's classes. Needed for undo/redo to work properly.
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@ -50,12 +48,10 @@ func add_frame() -> void:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", Global.current_project.current_frame + 1)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration) # Add an 1 in the list of frame_duration
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame )
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.commit_action()
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@ -65,8 +61,6 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
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if frame == -1:
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frame = Global.current_project.current_frame
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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frame_duration.remove(frame)
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var frame_to_delete : Frame = Global.current_project.frames[frame]
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var new_frames : Array = Global.current_project.frames.duplicate()
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new_frames.erase(frame_to_delete)
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@ -113,13 +107,11 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", current_frame)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration) #Remove the element of the list of the frame selected
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.add_do_method(Global, "redo")
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Global.current_project.undo_redo.add_undo_method(Global, "undo")
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@ -131,8 +123,6 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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frame = Global.current_project.current_frame
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var new_frame := Frame.new()
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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frame_duration.insert(frame + 1, 1)
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var new_frames := Global.current_project.frames.duplicate()
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new_frames.insert(frame + 1, new_frame)
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@ -161,7 +151,6 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", frame + 1)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration)
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for i in range(Global.current_project.layers.size()):
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for child in Global.current_project.layers[i].frame_container.get_children():
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Global.current_project.undo_redo.add_do_property(child, "pressed", false)
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@ -170,7 +159,6 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", frame)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.commit_action()
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@ -245,8 +233,8 @@ func _on_AnimationTimer_timeout() -> void:
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if animation_forward:
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if Global.current_project.current_frame < last_frame:
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Global.current_project.current_frame += 1
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.start() #Change the frame, change the wait time and start a cycle, this is the best way to do it
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start() # Change the frame, change the wait time and start a cycle, this is the best way to do it
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else:
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match animation_loop:
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0: # No loop
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@ -255,7 +243,7 @@ func _on_AnimationTimer_timeout() -> void:
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Global.animation_timer.stop()
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1: # Cycle loop
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Global.current_project.current_frame = first_frame
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start()
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2: # Ping pong loop
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animation_forward = false
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@ -264,7 +252,7 @@ func _on_AnimationTimer_timeout() -> void:
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else:
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if Global.current_project.current_frame > first_frame:
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Global.current_project.current_frame -= 1
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start()
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else:
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match animation_loop:
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@ -274,7 +262,7 @@ func _on_AnimationTimer_timeout() -> void:
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Global.animation_timer.stop()
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1: # Cycle loop
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Global.current_project.current_frame = last_frame
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1/fps)
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Global.animation_timer.wait_time = Global.current_project.frames[Global.current_project.current_frame].duration * (1/fps)
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Global.animation_timer.start()
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2: # Ping pong loop
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animation_forward = true
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@ -309,8 +297,9 @@ func play_animation(play : bool, forward_dir : bool) -> void:
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Global.play_forward.connect("toggled", self, "_on_PlayForward_toggled")
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if play:
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Global.animation_timer.set_one_shot(true) #The wait_time it can't change correctly if it is playing
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Global.animation_timer.wait_time = Global.current_project.frame_duration[Global.current_project.current_frame] * (1 / fps)
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Global.animation_timer.set_one_shot(true) # The wait_time can't change correctly if it is playing
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var duration : float = Global.current_project.frames[Global.current_project.current_frame].duration
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Global.animation_timer.wait_time = duration * (1 / fps)
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Global.animation_timer.start()
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animation_forward = forward_dir
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else:
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@ -105,18 +105,10 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
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Global.frame_properties.popup_centered()
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Global.dialog_open(true)
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Global.frame_properties.set_frame_label(frame)
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Global.frame_properties.set_frame_dur(Global.current_project.frame_duration[frame])
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Global.frame_properties.set_frame_dur(Global.current_project.frames[frame].duration)
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func change_frame_order(rate : int) -> void:
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var change = frame + rate
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var frame_duration : Array = Global.current_project.frame_duration.duplicate()
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if rate > 0: #There is no function in the class Array in godot to make this quickly and this is the fastest way to swap positions I think of
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frame_duration.insert(change + 1, frame_duration[frame])
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frame_duration.remove(frame)
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else:
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frame_duration.insert(change, frame_duration[frame])
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frame_duration.remove(frame + 1)
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var new_frames : Array = Global.current_project.frames.duplicate()
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var temp = new_frames[frame]
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new_frames[frame] = new_frames[change]
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@ -124,14 +116,12 @@ func change_frame_order(rate : int) -> void:
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Global.current_project.undo_redo.create_action("Change Frame Order")
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames)
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration)
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if Global.current_project.current_frame == frame:
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Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", change)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.add_undo_method(Global, "undo")
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Global.current_project.undo_redo.add_do_method(Global, "redo")
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@ -13,16 +13,16 @@ func _on_FrameProperties_popup_hide() -> void:
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Global.dialog_open(false)
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func _on_FrameProperties_confirmed():
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var frame : int = int(frame_num.get_text())
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var frame : int = int(frame_num.get_text()) - 1
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var duration : float = frame_dur.get_value()
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var frame_duration = Global.current_project.frame_duration.duplicate()
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frame_duration[frame - 1] = duration
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var new_duration = Global.current_project.frames[frame].duration
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new_duration = duration
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Global.current_project.undos += 1
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Global.current_project.undo_redo.create_action("Change frame duration")
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Global.current_project.undo_redo.add_do_property(Global.current_project, "frame_duration", frame_duration)
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Global.current_project.undo_redo.add_undo_property(Global.current_project, "frame_duration", Global.current_project.frame_duration)
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Global.current_project.undo_redo.add_do_property(Global.current_project.frames[frame], "duration", new_duration)
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Global.current_project.undo_redo.add_undo_property(Global.current_project.frames[frame], "duration", Global.current_project.frames[frame].duration)
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Global.current_project.undo_redo.add_do_method(Global, "redo")
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Global.current_project.undo_redo.add_undo_method(Global, "undo")
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