[EXPERIMENTAL] Re-making the timeline

Trying to merge layers into the timeline, and eventually add more features like "share layer with all frames", among others. THIS IS NOT FINISHED, IT WILL *NOT* WORK PROPERLY. Once it is finished, this branch will be merged onto master.

So far only add layer and add frame work, and even they may have some issues. Undoing also does not work properly yet.

The UI is also not finished, as it currently has problems with the scroll containers.
This commit is contained in:
OverloadedOrama 2020-01-18 21:06:47 +02:00
parent 7c408731b8
commit 953d002d91
12 changed files with 758 additions and 710 deletions

View file

@ -23,10 +23,10 @@ func add_frame() -> void:
Global.undo_redo.add_do_property(Global, "hidden_canvases", Global.hidden_canvases)
Global.undo_redo.add_do_property(Global, "canvas", new_canvas)
Global.undo_redo.add_do_property(Global, "current_frame", new_canvases.size() - 1)
for child in Global.frame_container.get_children():
var frame_button = child.get_node("FrameButton")
Global.undo_redo.add_do_property(frame_button, "pressed", false)
Global.undo_redo.add_undo_property(frame_button, "pressed", frame_button.pressed)
for i in range(Global.layers.size()):
for child in Global.layers[i][1].get_children():
Global.undo_redo.add_do_property(child, "pressed", false)
Global.undo_redo.add_undo_property(child, "pressed", child.pressed)
for c in Global.canvases:
Global.undo_redo.add_do_property(c, "visible", false)
Global.undo_redo.add_undo_property(c, "visible", c.visible)
@ -39,18 +39,15 @@ func add_frame() -> void:
func _on_LoopAnim_pressed() -> void:
match animation_loop:
0:
# Make it loop
0: # Make it loop
animation_loop = 1
Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop.png" % Global.theme_type)
Global.loop_animation_button.hint_tooltip = "Cycle loop"
1:
# Make it ping-pong
1: # Make it ping-pong
animation_loop = 2
Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_PingPong.png" % Global.theme_type)
Global.loop_animation_button.hint_tooltip = "Ping-pong loop"
2:
# Make it stop
2: # Make it stop
animation_loop = 0
Global.loop_animation_button.texture_normal = load("res://Assets/Graphics/%s Themes/Timeline/Loop_None.png" % Global.theme_type)
Global.loop_animation_button.hint_tooltip = "No loop"
@ -101,13 +98,13 @@ func _on_AnimationTimer_timeout() -> void:
Global.current_frame += 1
else:
match animation_loop:
0: #No loop
0: # No loop
Global.play_forward.pressed = false
Global.play_backwards.pressed = false
Global.animation_timer.stop()
1: #Cycle loop
1: # Cycle loop
Global.current_frame = 0
2: #Ping pong loop
2: # Ping pong loop
animation_forward = false
_on_AnimationTimer_timeout()
@ -116,13 +113,13 @@ func _on_AnimationTimer_timeout() -> void:
Global.current_frame -= 1
else:
match animation_loop:
0: #No loop
0: # No loop
Global.play_backwards.pressed = false
Global.play_forward.pressed = false
Global.animation_timer.stop()
1: #Cycle loop
1: # Cycle loop
Global.current_frame = Global.canvases.size() - 1
2: #Ping pong loop
2: # Ping pong loop
animation_forward = true
_on_AnimationTimer_timeout()
@ -142,3 +139,104 @@ func _on_FutureOnionSkinning_value_changed(value) -> void:
func _on_BlueRedMode_toggled(button_pressed) -> void:
Global.onion_skinning_blue_red = button_pressed
Global.canvas.update()
# Layer buttons
func add_layer(is_new := true) -> void:
var new_layer := Image.new()
var layer_name = null
if is_new:
new_layer.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8)
else: # clone layer
new_layer.copy_from(Global.canvas.layers[Global.current_layer][0])
layer_name = Global.canvas.layers[Global.current_layer][2] + " (" + tr("copy") + ")"
new_layer.lock()
var new_layer_tex := ImageTexture.new()
new_layer_tex.create_from_image(new_layer, 0)
var new_layers : Array = Global.layers.duplicate()
# Store [layer name, frame container]
new_layers.append([layer_name, HBoxContainer.new()])
Global.undos += 1
Global.undo_redo.create_action("Add Layer")
Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer + 1)
Global.undo_redo.add_do_property(Global, "layers", new_layers)
for c in Global.canvases:
var new_canvas_layers : Array = c.layers.duplicate()
# Store [Image, ImageTexture, Visibity boolean, Opacity]
new_canvas_layers.append([new_layer, new_layer_tex, true, 1])
Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
Global.undo_redo.add_undo_property(c, "layers", c.layers)
Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer)
Global.undo_redo.add_undo_property(Global, "layers", Global.layers)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func _on_RemoveLayer_pressed() -> void:
var new_layers : Array = Global.canvas.layers.duplicate()
new_layers.remove(Global.canvas.current_layer_index)
Global.undos += 1
Global.undo_redo.create_action("Remove Layer")
Global.undo_redo.add_do_property(Global.canvas, "layers", new_layers)
Global.undo_redo.add_undo_property(Global.canvas, "layers", Global.canvas.layers)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func change_layer_order(rate : int) -> void:
var change = Global.canvas.current_layer_index + rate
var new_layers : Array = Global.canvas.layers.duplicate()
var temp = new_layers[Global.canvas.current_layer_index]
new_layers[Global.canvas.current_layer_index] = new_layers[change]
new_layers[change] = temp
Global.undo_redo.create_action("Change Layer Order")
Global.undo_redo.add_do_property(Global.canvas, "layers", new_layers)
Global.undo_redo.add_do_property(Global.canvas, "current_layer_index", change)
Global.undo_redo.add_undo_property(Global.canvas, "layers", Global.canvas.layers)
Global.undo_redo.add_undo_property(Global.canvas, "current_layer_index", Global.canvas.current_layer_index)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func _on_MergeDownLayer_pressed() -> void:
var new_layers : Array = Global.canvas.layers.duplicate()
new_layers.remove(Global.canvas.current_layer_index)
var selected_layer = Global.canvas.layers[Global.canvas.current_layer_index][0]
if Global.canvas.layers[Global.canvas.current_layer_index][4] < 1: # If we have layer transparency
for xx in selected_layer.get_size().x:
for yy in selected_layer.get_size().y:
var pixel_color : Color = selected_layer.get_pixel(xx, yy)
var alpha : float = pixel_color.a * Global.canvas.layers[Global.canvas.current_layer_index][4]
selected_layer.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
var new_layer := Image.new()
new_layer.copy_from(Global.canvas.layers[Global.canvas.current_layer_index - 1][0])
new_layer.lock()
Global.canvas.blend_rect(new_layer, selected_layer, Rect2(Global.canvas.position, Global.canvas.size), Vector2.ZERO)
Global.undos += 1
Global.undo_redo.create_action("Merge Layer")
Global.undo_redo.add_do_property(Global.canvas, "layers", new_layers)
Global.undo_redo.add_do_property(Global.canvas.layers[Global.canvas.current_layer_index - 1][0], "data", new_layer.data)
Global.undo_redo.add_undo_property(Global.canvas, "layers", Global.canvas.layers)
Global.undo_redo.add_undo_property(Global.canvas.layers[Global.canvas.current_layer_index - 1][0], "data", Global.canvas.layers[Global.canvas.current_layer_index - 1][0].data)
Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
Global.undo_redo.add_do_method(Global, "redo", [Global.canvas])
Global.undo_redo.commit_action()
func _on_OpacitySlider_value_changed(value) -> void:
Global.canvas.layers[Global.current_layer][3] = value / 100
Global.layer_opacity_slider.value = value
Global.layer_opacity_spinbox.value = value
Global.canvas.update()