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https://github.com/tonytins/CozyPixelStudio.git
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Added a boolean to check if new frames will be linked and an array of linked frames to Global.layers
This doesn't add any new functionality right now
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commit
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6 changed files with 42 additions and 42 deletions
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@ -4,12 +4,14 @@ extends Button
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var i := 0
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var visibility_button : BaseButton
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var lock_button : BaseButton
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var linked_button : BaseButton
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var label : Label
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var line_edit : LineEdit
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func _ready() -> void:
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visibility_button = Global.find_node_by_name(self, "VisibilityButton")
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lock_button = Global.find_node_by_name(self, "LockButton")
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linked_button = Global.find_node_by_name(self, "LinkButton")
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label = Global.find_node_by_name(self, "Label")
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line_edit = Global.find_node_by_name(self, "LineEdit")
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@ -27,6 +29,13 @@ func _ready() -> void:
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lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlock.png" % Global.theme_type)
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lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlock_Hover.png" % Global.theme_type)
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if Global.layers[i][4]: # If new layers will be linked
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linked_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Linked_Layer.png" % Global.theme_type)
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linked_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Linked_Layer_Hover.png" % Global.theme_type)
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else:
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linked_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlinked_Layer.png" % Global.theme_type)
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linked_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlinked_Layer_Hover.png" % Global.theme_type)
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func _input(event : InputEvent) -> void:
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if (event.is_action_released("ui_accept") or event.is_action_released("ui_cancel")) and line_edit.visible and event.scancode != KEY_SPACE:
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save_layer_name(line_edit.text)
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@ -49,22 +58,11 @@ func save_layer_name(new_name : String) -> void:
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Global.layers[i][0] = new_name
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func _on_VisibilityButton_pressed() -> void:
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if Global.layers[i][1]:
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Global.layers[i][1] = false
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visibility_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Layer_Invisible.png" % Global.theme_type)
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visibility_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Layer_Invisible_Hover.png" % Global.theme_type)
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else:
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Global.layers[i][1] = true
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visibility_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Layer_Visible.png" % Global.theme_type)
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visibility_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Layer_Visible_Hover.png" % Global.theme_type)
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Global.layers[i][1] = !Global.layers[i][1]
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Global.canvas.update()
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func _on_LockButton_pressed() -> void:
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if Global.layers[i][2]:
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Global.layers[i][2] = false
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lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Unlock.png" % Global.theme_type)
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lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Unlock_Hover.png" % Global.theme_type)
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else:
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Global.layers[i][2] = true
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lock_button.texture_normal = load("res://Assets/Graphics/%s Themes/Layers/Lock.png" % Global.theme_type)
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lock_button.texture_hover = load("res://Assets/Graphics/%s Themes/Layers/Lock_Hover.png" % Global.theme_type)
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Global.layers[i][2] = !Global.layers[i][2]
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func _on_LinkButton_pressed() -> void:
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Global.layers[i][4] = !Global.layers[i][4]
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