mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 07:04:43 -04:00
Made AnimationTimeline a scene of its own
This commit is contained in:
parent
021ae469a7
commit
7a3f3eb4f9
6 changed files with 555 additions and 551 deletions
144
Scripts/AnimationTimeline.gd
Normal file
144
Scripts/AnimationTimeline.gd
Normal file
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@ -0,0 +1,144 @@
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extends Panel
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var fps := 6.0
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var animation_loop := 0 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
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var animation_forward := true
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func add_frame() -> void:
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var new_canvas : Canvas = load("res://Prefabs/Canvas.tscn").instance()
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new_canvas.size = Global.canvas.size
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new_canvas.frame = Global.canvases.size()
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var new_canvases: Array = Global.canvases.duplicate()
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new_canvases.append(new_canvas)
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var new_hidden_canvases: Array = Global.hidden_canvases.duplicate()
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new_hidden_canvases.append(new_canvas)
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Global.undos += 1
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Global.undo_redo.create_action("Add Frame")
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Global.undo_redo.add_do_method(Global, "redo", [new_canvas])
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Global.undo_redo.add_undo_method(Global, "undo", [new_canvas])
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Global.undo_redo.add_do_property(Global, "canvases", new_canvases)
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Global.undo_redo.add_do_property(Global, "hidden_canvases", Global.hidden_canvases)
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Global.undo_redo.add_do_property(Global, "canvas", new_canvas)
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Global.undo_redo.add_do_property(Global, "current_frame", new_canvases.size() - 1)
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for child in Global.frame_container.get_children():
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var frame_button = child.get_node("FrameButton")
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Global.undo_redo.add_do_property(frame_button, "pressed", false)
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Global.undo_redo.add_undo_property(frame_button, "pressed", frame_button.pressed)
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for c in Global.canvases:
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Global.undo_redo.add_do_property(c, "visible", false)
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Global.undo_redo.add_undo_property(c, "visible", c.visible)
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Global.undo_redo.add_undo_property(Global, "canvases", Global.canvases)
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Global.undo_redo.add_undo_property(Global, "hidden_canvases", new_hidden_canvases)
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Global.undo_redo.add_undo_property(Global, "canvas", Global.canvas)
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Global.undo_redo.add_undo_property(Global, "current_frame", Global.current_frame)
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Global.undo_redo.commit_action()
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func _on_LoopAnim_pressed() -> void:
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match animation_loop:
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0:
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# Make it loop
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animation_loop = 1
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Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop.png" % Global.theme_type)
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Global.loop_animation_button.hint_tooltip = "Cycle loop"
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1:
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# Make it ping-pong
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animation_loop = 2
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Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_PingPong.png" % Global.theme_type)
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Global.loop_animation_button.hint_tooltip = "Ping-pong loop"
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2:
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# Make it stop
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animation_loop = 0
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Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_None.png" % Global.theme_type)
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Global.loop_animation_button.hint_tooltip = "No loop"
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func _on_PlayForward_toggled(button_pressed : bool) -> void:
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Global.play_backwards.pressed = false
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if Global.canvases.size() == 1:
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Global.play_forward.pressed = false
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return
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if button_pressed:
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Global.animation_timer.wait_time = 1 / fps
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Global.animation_timer.start()
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animation_forward = true
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else:
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Global.animation_timer.stop()
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func _on_PlayBackwards_toggled(button_pressed : bool) -> void:
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Global.play_forward.pressed = false
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if Global.canvases.size() == 1:
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Global.play_backwards.pressed = false
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return
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if button_pressed:
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Global.animation_timer.wait_time = 1 / fps
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Global.animation_timer.start()
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animation_forward = false
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else:
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Global.animation_timer.stop()
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func _on_NextFrame_pressed() -> void:
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if Global.current_frame < Global.canvases.size() - 1:
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Global.current_frame += 1
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func _on_PreviousFrame_pressed() -> void:
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if Global.current_frame > 0:
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Global.current_frame -= 1
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func _on_LastFrame_pressed() -> void:
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Global.current_frame = Global.canvases.size() - 1
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func _on_FirstFrame_pressed() -> void:
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Global.current_frame = 0
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func _on_AnimationTimer_timeout() -> void:
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if animation_forward:
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if Global.current_frame < Global.canvases.size() - 1:
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Global.current_frame += 1
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else:
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match animation_loop:
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0: #No loop
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Global.play_forward.pressed = false
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Global.play_backwards.pressed = false
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Global.animation_timer.stop()
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1: #Cycle loop
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Global.current_frame = 0
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2: #Ping pong loop
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animation_forward = false
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_on_AnimationTimer_timeout()
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else:
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if Global.current_frame > 0:
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Global.current_frame -= 1
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else:
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match animation_loop:
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0: #No loop
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Global.play_backwards.pressed = false
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Global.play_forward.pressed = false
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Global.animation_timer.stop()
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1: #Cycle loop
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Global.current_frame = Global.canvases.size() - 1
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2: #Ping pong loop
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animation_forward = true
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_on_AnimationTimer_timeout()
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func _on_FPSValue_value_changed(value) -> void:
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fps = float(value)
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Global.animation_timer.wait_time = 1 / fps
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Global.timeline_seconds.update()
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func _on_PastOnionSkinning_value_changed(value) -> void:
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Global.onion_skinning_past_rate = int(value)
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Global.canvas.update()
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func _on_FutureOnionSkinning_value_changed(value) -> void:
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Global.onion_skinning_future_rate = int(value)
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Global.canvas.update()
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func _on_BlueRedMode_toggled(button_pressed) -> void:
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Global.onion_skinning_blue_red = button_pressed
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Global.canvas.update()
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@ -209,8 +209,9 @@ var right_colorpicker_container : Container
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var left_mirror_container : Container
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var right_mirror_container : Container
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var animation_timer : Timer
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var animation_timeline : Panel
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var animation_timer : Timer
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var current_frame_label : Label
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var loop_animation_button : BaseButton
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var play_forward : BaseButton
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@ -324,14 +325,15 @@ func _ready() -> void:
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left_mirror_container = find_node_by_name(left_tool_options_container, "LeftMirroring")
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right_mirror_container = find_node_by_name(right_tool_options_container, "RightMirroring")
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animation_timer = find_node_by_name(root, "AnimationTimer")
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animation_timeline = find_node_by_name(root, "AnimationTimeline")
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current_frame_label = find_node_by_name(root, "CurrentFrame")
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loop_animation_button = find_node_by_name(root, "LoopAnim")
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play_forward = find_node_by_name(root, "PlayForward")
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play_backwards = find_node_by_name(root, "PlayBackwards")
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timeline_seconds = find_node_by_name(root, "TimelineSeconds")
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frame_container = find_node_by_name(root, "FrameContainer")
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animation_timer = find_node_by_name(animation_timeline, "AnimationTimer")
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current_frame_label = find_node_by_name(animation_timeline, "CurrentFrame")
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loop_animation_button = find_node_by_name(animation_timeline, "LoopAnim")
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play_forward = find_node_by_name(animation_timeline, "PlayForward")
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play_backwards = find_node_by_name(animation_timeline, "PlayBackwards")
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timeline_seconds = find_node_by_name(animation_timeline, "TimelineSeconds")
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frame_container = find_node_by_name(animation_timeline, "FrameContainer")
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var layer_stuff_container = find_node_by_name(root, "LayerVBoxContainer")
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var layer_buttons = find_node_by_name(layer_stuff_container, "LayerButtons")
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142
Scripts/Main.gd
142
Scripts/Main.gd
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@ -7,9 +7,6 @@ var view_menu : PopupMenu
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var tools := []
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var redone := false
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var fps := 6.0
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var animation_loop := 0 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop
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var animation_forward := true
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var previous_left_color := Color.black
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var previous_right_color := Color.white
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@ -734,145 +731,6 @@ func _on_MergeLayer_pressed() -> void:
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Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
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Global.undo_redo.commit_action()
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func add_frame() -> void:
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var new_canvas : Canvas = load("res://Prefabs/Canvas.tscn").instance()
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new_canvas.size = Global.canvas.size
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new_canvas.frame = Global.canvases.size()
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var new_canvases: Array = Global.canvases.duplicate()
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new_canvases.append(new_canvas)
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var new_hidden_canvases: Array = Global.hidden_canvases.duplicate()
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new_hidden_canvases.append(new_canvas)
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Global.undos += 1
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Global.undo_redo.create_action("Add Frame")
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Global.undo_redo.add_do_method(Global, "redo", [new_canvas])
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Global.undo_redo.add_undo_method(Global, "undo", [new_canvas])
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Global.undo_redo.add_do_property(Global, "canvases", new_canvases)
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Global.undo_redo.add_do_property(Global, "hidden_canvases", Global.hidden_canvases)
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Global.undo_redo.add_do_property(Global, "canvas", new_canvas)
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Global.undo_redo.add_do_property(Global, "current_frame", new_canvases.size() - 1)
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for child in Global.frame_container.get_children():
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var frame_button = child.get_node("FrameButton")
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Global.undo_redo.add_do_property(frame_button, "pressed", false)
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Global.undo_redo.add_undo_property(frame_button, "pressed", frame_button.pressed)
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for c in Global.canvases:
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Global.undo_redo.add_do_property(c, "visible", false)
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Global.undo_redo.add_undo_property(c, "visible", c.visible)
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Global.undo_redo.add_undo_property(Global, "canvases", Global.canvases)
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Global.undo_redo.add_undo_property(Global, "hidden_canvases", new_hidden_canvases)
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Global.undo_redo.add_undo_property(Global, "canvas", Global.canvas)
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Global.undo_redo.add_undo_property(Global, "current_frame", Global.current_frame)
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Global.undo_redo.commit_action()
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func _on_LoopAnim_pressed() -> void:
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match animation_loop:
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0:
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# Make it loop
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animation_loop = 1
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Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop.png" % Global.theme_type)
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Global.loop_animation_button.hint_tooltip = "Cycle loop"
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1:
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# Make it ping-pong
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animation_loop = 2
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Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_PingPong.png" % Global.theme_type)
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Global.loop_animation_button.hint_tooltip = "Ping-pong loop"
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2:
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# Make it stop
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animation_loop = 0
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Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_None.png" % Global.theme_type)
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Global.loop_animation_button.hint_tooltip = "No loop"
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func _on_PlayForward_toggled(button_pressed : bool) -> void:
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Global.play_backwards.pressed = false
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if Global.canvases.size() == 1:
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Global.play_forward.pressed = false
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return
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if button_pressed:
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Global.animation_timer.wait_time = 1 / fps
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Global.animation_timer.start()
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animation_forward = true
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else:
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Global.animation_timer.stop()
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func _on_PlayBackwards_toggled(button_pressed : bool) -> void:
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Global.play_forward.pressed = false
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if Global.canvases.size() == 1:
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Global.play_backwards.pressed = false
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return
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if button_pressed:
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Global.animation_timer.wait_time = 1 / fps
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Global.animation_timer.start()
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animation_forward = false
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else:
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Global.animation_timer.stop()
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func _on_NextFrame_pressed() -> void:
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if Global.current_frame < Global.canvases.size() - 1:
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Global.current_frame += 1
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func _on_PreviousFrame_pressed() -> void:
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if Global.current_frame > 0:
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Global.current_frame -= 1
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func _on_LastFrame_pressed() -> void:
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Global.current_frame = Global.canvases.size() - 1
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func _on_FirstFrame_pressed() -> void:
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Global.current_frame = 0
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func _on_AnimationTimer_timeout() -> void:
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if animation_forward:
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if Global.current_frame < Global.canvases.size() - 1:
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Global.current_frame += 1
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else:
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match animation_loop:
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0: #No loop
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Global.play_forward.pressed = false
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Global.play_backwards.pressed = false
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Global.animation_timer.stop()
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1: #Cycle loop
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Global.current_frame = 0
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2: #Ping pong loop
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animation_forward = false
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_on_AnimationTimer_timeout()
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else:
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if Global.current_frame > 0:
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Global.current_frame -= 1
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else:
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match animation_loop:
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0: #No loop
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Global.play_backwards.pressed = false
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Global.play_forward.pressed = false
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Global.animation_timer.stop()
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1: #Cycle loop
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Global.current_frame = Global.canvases.size() - 1
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2: #Ping pong loop
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animation_forward = true
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_on_AnimationTimer_timeout()
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func _on_FPSValue_value_changed(value) -> void:
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fps = float(value)
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Global.animation_timer.wait_time = 1 / fps
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Global.timeline_seconds.update()
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func _on_PastOnionSkinning_value_changed(value) -> void:
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Global.onion_skinning_past_rate = int(value)
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Global.canvas.update()
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func _on_FutureOnionSkinning_value_changed(value) -> void:
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Global.onion_skinning_future_rate = int(value)
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Global.canvas.update()
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func _on_BlueRedMode_toggled(button_pressed) -> void:
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Global.onion_skinning_blue_red = button_pressed
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Global.canvas.update()
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func _on_ColorSwitch_pressed() -> void:
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var temp: Color = Global.left_color_picker.color
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Global.left_color_picker.color = Global.right_color_picker.color
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@ -18,7 +18,7 @@ func _draw() -> void:
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var ruler_transform := Transform2D()
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var major_subdivide := Transform2D()
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var minor_subdivide := Transform2D()
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var fps = Global.control.fps
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var fps = Global.animation_timeline.fps
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var horizontal_scroll = get_parent().get_node("FrameAndButtonContainer").get_node("ScrollContainer").scroll_horizontal
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var starting_pos := Vector2(10, 10)
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transform.x = Vector2(fps, fps) / 2.52
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