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Timeline UI changes
The onion skinning button replaces the old onion skinning area of the timeline, but there's no way right now to change the settings. This will be added in a future commit. More UI changes will soon follow.
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278c9facb2
commit
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21 changed files with 516 additions and 199 deletions
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@ -72,37 +72,38 @@ func _ready() -> void:
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func _draw() -> void:
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draw_texture_rect(Global.transparent_background, Rect2(location, size), true) # Draw transparent background
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# Onion Skinning
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# Past
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if Global.onion_skinning_past_rate > 0:
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var color : Color
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if Global.onion_skinning_blue_red:
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color = Color.blue
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else:
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color = Color.white
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for i in range(1, Global.onion_skinning_past_rate + 1):
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if Global.current_frame >= i:
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var layer_i := 0
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for layer in Global.canvases[Global.current_frame - i].layers:
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if Global.layers[layer_i][1]: # If it's visible
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color.a = 0.6 / i
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draw_texture(layer[1], location, color)
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layer_i += 1
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if Global.onion_skinning:
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# Past
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if Global.onion_skinning_past_rate > 0:
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var color : Color
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if Global.onion_skinning_blue_red:
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color = Color.blue
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else:
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color = Color.white
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for i in range(1, Global.onion_skinning_past_rate + 1):
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if Global.current_frame >= i:
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var layer_i := 0
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for layer in Global.canvases[Global.current_frame - i].layers:
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if Global.layers[layer_i][1]: # If it's visible
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color.a = 0.6 / i
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draw_texture(layer[1], location, color)
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layer_i += 1
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# Future
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if Global.onion_skinning_future_rate > 0:
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var color : Color
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if Global.onion_skinning_blue_red:
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color = Color.red
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else:
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color = Color.white
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for i in range(1, Global.onion_skinning_future_rate + 1):
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if Global.current_frame < Global.canvases.size() - i:
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var layer_i := 0
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for layer in Global.canvases[Global.current_frame + i].layers:
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if Global.layers[layer_i][1]: # If it's visible
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color.a = 0.6 / i
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draw_texture(layer[1], location, color)
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layer_i += 1
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# Future
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if Global.onion_skinning_future_rate > 0:
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var color : Color
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if Global.onion_skinning_blue_red:
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color = Color.red
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else:
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color = Color.white
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for i in range(1, Global.onion_skinning_future_rate + 1):
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if Global.current_frame < Global.canvases.size() - i:
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var layer_i := 0
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for layer in Global.canvases[Global.current_frame + i].layers:
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if Global.layers[layer_i][1]: # If it's visible
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color.a = 0.6 / i
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draw_texture(layer[1], location, color)
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layer_i += 1
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# Draw current frame layers
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for i in range(layers.size()):
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