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