Basic UI for animation frame tags

You can add tags by right clicking on a cel and selecting "Add Frame Tag". No tag modifying and deletion is implemented yet.

I'm using a different ScrollContainer for the tags, which gets updated everytime the main timeline ScrollContainer gets updated. I hide its sliders from its theme, wish there was a more straightforward way.
This commit is contained in:
OverloadedOrama 2020-04-02 03:29:14 +03:00
parent 25f74a136d
commit 53338e4310
9 changed files with 241 additions and 60 deletions

View file

@ -4,6 +4,18 @@ 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()
@ -291,3 +303,19 @@ func _on_OpacitySlider_value_changed(value) -> void:
Global.layer_opacity_spinbox.value = value
Global.canvas.update()
func _on_TagDialog_confirmed() -> void:
var tag_name : String = Global.tag_dialog.get_node("GridContainer/NameLineEdit").text
var tag_color : Color = Global.tag_dialog.get_node("GridContainer/ColorPickerButton").color
var tag_from : int = Global.tag_dialog.get_node("GridContainer/FromSpinBox").value
var tag_to : int = Global.tag_dialog.get_node("GridContainer/ToSpinBox").value
Global.animation_tags.append([tag_name, tag_color, tag_from, tag_to])
Global.animation_tags = Global.animation_tags # To execute animation_tags_changed()
func _on_OnionSkinningSettings_popup_hide() -> void:
Global.can_draw = true
func _on_TagDialog_popup_hide() -> void:
Global.can_draw = true

View file

@ -9,10 +9,10 @@ func _ready() -> void:
hint_tooltip = "Frame: %s, Layer: %s" % [frame, layer]
if Global.canvases[frame] in Global.layers[layer][5]:
get_node("LinkedIndicator").visible = true
popup_menu.set_item_disabled(4, false) # Unlink cel
popup_menu.set_item_disabled(5, false) # Unlink cel
else:
get_node("LinkedIndicator").visible = false
popup_menu.set_item_disabled(4, true) # Unlink cel
popup_menu.set_item_disabled(5, true) # Unlink cel
func _on_FrameButton_pressed() -> void:
if Input.is_action_just_released("left_mouse"):
@ -87,7 +87,11 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
change_frame_order(-1)
3: # Move Right
change_frame_order(1)
4: # Unlink Cel
4: # Add Frame Tag
Global.tag_dialog.popup_centered()
Global.tag_dialog.get_node("GridContainer/FromSpinBox").value = frame + 1
Global.tag_dialog.get_node("GridContainer/ToSpinBox").value = frame + 1
5: # Unlink Cel
var cel_index : int = Global.layers[layer][5].find(Global.canvases[frame])
Global.layers[layer][5].remove(cel_index)
_ready()

View file

@ -33,6 +33,7 @@ var transparent_background : ImageTexture
# warning-ignore:unused_class_variable
var selected_pixels := []
var image_clipboard : Image
var animation_tags := [] setget animation_tags_changed # [Name, Color, From, To]
# warning-ignore:unused_class_variable
var theme_type := "Dark"
@ -232,6 +233,8 @@ var play_backwards : BaseButton
var timeline_seconds : Control
var layers_container : VBoxContainer
var frames_container : VBoxContainer
var tag_container : Control
var tag_dialog : ConfirmationDialog
var remove_layer_button : BaseButton
var move_up_layer_button : BaseButton
@ -346,6 +349,8 @@ func _ready() -> void:
loop_animation_button = find_node_by_name(animation_timeline, "LoopAnim")
play_forward = find_node_by_name(animation_timeline, "PlayForward")
play_backwards = find_node_by_name(animation_timeline, "PlayBackwards")
tag_container = find_node_by_name(animation_timeline, "TagContainer")
tag_dialog = find_node_by_name(animation_timeline, "TagDialog")
remove_layer_button = find_node_by_name(animation_timeline, "RemoveLayer")
move_up_layer_button = find_node_by_name(animation_timeline, "MoveUpLayer")
@ -370,6 +375,7 @@ func _ready() -> void:
# will new frames be linked boolean (4), Array of linked frames (5)]
layers.append([tr("Layer") + " 0", true, false, HBoxContainer.new(), false, []])
# Thanks to https://godotengine.org/qa/17524/how-to-find-an-instanced-scene-by-its-name
func find_node_by_name(root, node_name) -> Node:
if root.get_name() == node_name:
@ -609,6 +615,25 @@ func layer_changed(value : int) -> void:
yield(get_tree().create_timer(0.01), "timeout")
self.current_frame = current_frame # Call frame_changed to update UI
func animation_tags_changed(value : Array) -> void:
animation_tags = value
var tag : Container = load("res://Prefabs/AnimationTag.tscn").instance()
tag_container.add_child(tag)
var tag_position := tag_container.get_child_count() - 1
tag_container.move_child(tag, tag_position)
tag.get_node("Label").text = animation_tags[tag_position][0]
tag.get_node("Label").modulate = animation_tags[tag_position][1]
tag.get_node("Line2D").default_color = animation_tags[tag_position][1]
tag.rect_position.x = (animation_tags[tag_position][2] - 1) * 39 + animation_tags[tag_position][2]
var size : int = animation_tags[tag_position][3] - animation_tags[tag_position][2]
tag.rect_min_size.x = (size + 1) * 39
tag.get_node("Line2D").points[2] = Vector2(tag.rect_min_size.x, 0)
tag.get_node("Line2D").points[3] = Vector2(tag.rect_min_size.x, 32)
func create_brush_button(brush_img : Image, brush_type := Brush_Types.CUSTOM, hint_tooltip := "") -> void:
var brush_container
var brush_button = load("res://Prefabs/BrushButton.tscn").instance()