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https://github.com/tonytins/CozyPixelStudio.git
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[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.
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parent
7c408731b8
commit
953d002d91
12 changed files with 758 additions and 710 deletions
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@ -23,10 +23,10 @@ func add_frame() -> void:
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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 i in range(Global.layers.size()):
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for child in Global.layers[i][1].get_children():
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Global.undo_redo.add_do_property(child, "pressed", false)
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Global.undo_redo.add_undo_property(child, "pressed", child.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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@ -39,18 +39,15 @@ func add_frame() -> void:
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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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0: # 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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1: # 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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2: # 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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@ -101,13 +98,13 @@ func _on_AnimationTimer_timeout() -> void:
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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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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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1: # Cycle loop
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Global.current_frame = 0
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2: #Ping pong loop
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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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@ -116,13 +113,13 @@ func _on_AnimationTimer_timeout() -> void:
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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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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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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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2: # Ping pong loop
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animation_forward = true
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_on_AnimationTimer_timeout()
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@ -142,3 +139,104 @@ func _on_FutureOnionSkinning_value_changed(value) -> void:
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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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# Layer buttons
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func add_layer(is_new := true) -> void:
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var new_layer := Image.new()
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var layer_name = null
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if is_new:
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new_layer.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8)
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else: # clone layer
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new_layer.copy_from(Global.canvas.layers[Global.current_layer][0])
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layer_name = Global.canvas.layers[Global.current_layer][2] + " (" + tr("copy") + ")"
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new_layer.lock()
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var new_layer_tex := ImageTexture.new()
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new_layer_tex.create_from_image(new_layer, 0)
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var new_layers : Array = Global.layers.duplicate()
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# Store [layer name, frame container]
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new_layers.append([layer_name, HBoxContainer.new()])
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Global.undos += 1
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Global.undo_redo.create_action("Add Layer")
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Global.undo_redo.add_do_property(Global, "current_layer", Global.current_layer + 1)
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Global.undo_redo.add_do_property(Global, "layers", new_layers)
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for c in Global.canvases:
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var new_canvas_layers : Array = c.layers.duplicate()
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# Store [Image, ImageTexture, Visibity boolean, Opacity]
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new_canvas_layers.append([new_layer, new_layer_tex, true, 1])
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Global.undo_redo.add_do_property(c, "layers", new_canvas_layers)
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Global.undo_redo.add_undo_property(c, "layers", c.layers)
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Global.undo_redo.add_undo_property(Global, "current_layer", Global.current_layer)
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Global.undo_redo.add_undo_property(Global, "layers", Global.layers)
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Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
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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 _on_RemoveLayer_pressed() -> void:
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var new_layers : Array = Global.canvas.layers.duplicate()
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new_layers.remove(Global.canvas.current_layer_index)
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Global.undos += 1
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Global.undo_redo.create_action("Remove Layer")
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Global.undo_redo.add_do_property(Global.canvas, "layers", new_layers)
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Global.undo_redo.add_undo_property(Global.canvas, "layers", Global.canvas.layers)
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Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
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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 change_layer_order(rate : int) -> void:
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var change = Global.canvas.current_layer_index + rate
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var new_layers : Array = Global.canvas.layers.duplicate()
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var temp = new_layers[Global.canvas.current_layer_index]
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new_layers[Global.canvas.current_layer_index] = new_layers[change]
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new_layers[change] = temp
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Global.undo_redo.create_action("Change Layer Order")
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Global.undo_redo.add_do_property(Global.canvas, "layers", new_layers)
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Global.undo_redo.add_do_property(Global.canvas, "current_layer_index", change)
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Global.undo_redo.add_undo_property(Global.canvas, "layers", Global.canvas.layers)
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Global.undo_redo.add_undo_property(Global.canvas, "current_layer_index", Global.canvas.current_layer_index)
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Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
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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 _on_MergeDownLayer_pressed() -> void:
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var new_layers : Array = Global.canvas.layers.duplicate()
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new_layers.remove(Global.canvas.current_layer_index)
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var selected_layer = Global.canvas.layers[Global.canvas.current_layer_index][0]
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if Global.canvas.layers[Global.canvas.current_layer_index][4] < 1: # If we have layer transparency
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for xx in selected_layer.get_size().x:
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for yy in selected_layer.get_size().y:
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var pixel_color : Color = selected_layer.get_pixel(xx, yy)
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var alpha : float = pixel_color.a * Global.canvas.layers[Global.canvas.current_layer_index][4]
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selected_layer.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha))
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var new_layer := Image.new()
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new_layer.copy_from(Global.canvas.layers[Global.canvas.current_layer_index - 1][0])
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new_layer.lock()
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Global.canvas.blend_rect(new_layer, selected_layer, Rect2(Global.canvas.position, Global.canvas.size), Vector2.ZERO)
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Global.undos += 1
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Global.undo_redo.create_action("Merge Layer")
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Global.undo_redo.add_do_property(Global.canvas, "layers", new_layers)
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Global.undo_redo.add_do_property(Global.canvas.layers[Global.canvas.current_layer_index - 1][0], "data", new_layer.data)
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Global.undo_redo.add_undo_property(Global.canvas, "layers", Global.canvas.layers)
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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)
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Global.undo_redo.add_undo_method(Global, "undo", [Global.canvas])
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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 _on_OpacitySlider_value_changed(value) -> void:
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Global.canvas.layers[Global.current_layer][3] = value / 100
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Global.layer_opacity_slider.value = value
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Global.layer_opacity_spinbox.value = value
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Global.canvas.update()
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