mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 23:04:43 -04:00
Use a new Layer class to handle layer information
This replaces the old Global.layers nested array mess, and makes the code easier to read and to understand.
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parent
1762383c6b
commit
a9ca858303
13 changed files with 100 additions and 86 deletions
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@ -75,9 +75,7 @@ func _on_CreateNewImage_confirmed() -> void:
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var fill_color : Color = fill_color_node.color
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Global.clear_canvases()
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Global.layers.clear()
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# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
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# will new frames be linked boolean (4), Array of linked frames (5)]
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Global.layers.append([tr("Layer") + " 0", true, false, HBoxContainer.new(), false, []])
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Global.layers.append(Layer.new())
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Global.canvas = load("res://src/Canvas.tscn").instance()
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Global.canvas.size = Vector2(width, height).floor()
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@ -365,7 +365,7 @@ func blend_layers(image: Image, canvas: Canvas, origin: Vector2 = Vector2(0, 0))
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image.lock()
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var layer_i := 0
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for layer in canvas.layers:
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if Global.layers[layer_i][1]:
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if Global.layers[layer_i].visible:
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var layer_image := Image.new()
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layer_image.copy_from(layer[0])
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layer_image.lock()
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@ -41,7 +41,7 @@ func _on_ImportSprites_files_selected(paths : PoolStringArray) -> void:
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Global.layers.clear()
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# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
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# will new frames be linked boolean (4), Array of linked frames (5)]
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Global.layers.append([tr("Layer") + " 0", true, false, HBoxContainer.new(), false, []])
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Global.layers.append(Layer.new())
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Global.current_layer = 0
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var first_path : String = paths[0]
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@ -4,7 +4,7 @@ var fps := 6.0
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var animation_loop := 1 # 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 first_frame := 0
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var last_frame := Global.canvases.size() - 1
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var last_frame : int = Global.canvases.size() - 1
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var timeline_scroll : ScrollContainer
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var tag_scroll_container : ScrollContainer
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@ -28,7 +28,7 @@ func add_frame() -> void:
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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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var new_canvases : Array = Global.canvases.duplicate()
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new_canvases.append(new_canvas)
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Global.undos += 1
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@ -45,8 +45,8 @@ func add_frame() -> void:
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Global.undo_redo.add_undo_property(c, "visible", c.visible)
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for l_i in range(Global.layers.size()):
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if Global.layers[l_i][4]: # If the link button is pressed
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Global.layers[l_i][5].append(new_canvas)
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if Global.layers[l_i].new_cels_linked: # If the link button is pressed
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Global.layers[l_i].linked_cels.append(new_canvas)
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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, "canvas", Global.canvas)
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@ -61,7 +61,7 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
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frame = Global.current_frame
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var canvas : Canvas = Global.canvases[frame]
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var new_canvases := Global.canvases.duplicate()
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var new_canvases : Array = Global.canvases.duplicate()
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new_canvases.erase(canvas)
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var current_frame := Global.current_frame
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if current_frame > 0 && current_frame == new_canvases.size(): # If it's the last frame
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@ -82,11 +82,11 @@ func _on_DeleteFrame_pressed(frame := -1) -> void:
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# Check if one of the cels of the frame is linked
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# if they are, unlink them too
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# this prevents removed cels being kept in linked memory
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var new_layers := Global.layers.duplicate(true)
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var new_layers : Array = Global.layers.duplicate(true)
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for layer in new_layers:
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for linked in layer[5]:
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for linked in layer.linked_cels:
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if linked == Global.canvases[frame]:
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layer[5].erase(linked)
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layer.linked_cels.erase(linked)
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Global.undos += 1
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Global.undo_redo.create_action("Remove Frame")
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@ -152,7 +152,7 @@ func _on_CopyFrame_pressed(frame := -1) -> void:
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Global.undo_redo.add_do_property(Global, "current_frame", frame + 1)
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Global.undo_redo.add_do_property(Global, "animation_tags", new_animation_tags)
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for i in range(Global.layers.size()):
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for child in Global.layers[i][3].get_children():
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for child in Global.layers[i].frame_container.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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@ -336,15 +336,11 @@ func _on_BlueRedMode_toggled(button_pressed : bool) -> void:
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# Layer buttons
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func add_layer(is_new := true) -> void:
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var layer_name = null
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if !is_new: # Clone layer
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layer_name = Global.layers[Global.current_layer][0] + " (" + tr("copy") + ")"
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var new_layers : Array = Global.layers.duplicate()
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# Store [Layer name (0), Layer visibility boolean (1), Layer lock boolean (2), Frame container (3),
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# will new frames be linked boolean (4), Array of linked frames (5)]
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new_layers.append([layer_name, true, false, HBoxContainer.new(), false, []])
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var l := Layer.new()
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if !is_new: # Clone layer
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l.name = Global.layers[Global.current_layer].name + " (" + tr("copy") + ")"
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new_layers.append(l)
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Global.undos += 1
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Global.undo_redo.create_action("Add Layer")
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@ -449,8 +445,8 @@ func _on_MergeDownLayer_pressed() -> void:
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new_layer.lock()
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DrawingAlgos.blend_rect(new_layer, selected_layer, Rect2(c.position, c.size), Vector2.ZERO)
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new_layers_canvas.remove(Global.current_layer)
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if !selected_layer.is_invisible() and Global.layers[Global.current_layer - 1][5].size() > 1 and (c in Global.layers[Global.current_layer - 1][5]):
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new_layers[Global.current_layer - 1][5].erase(c)
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if !selected_layer.is_invisible() and Global.layers[Global.current_layer - 1].linked_cels.size() > 1 and (c in Global.layers[Global.current_layer - 1].linked_cels):
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new_layers[Global.current_layer - 1].linked_cels.erase(c)
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var tex := ImageTexture.new()
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tex.create_from_image(new_layer, 0)
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new_layers_canvas[Global.current_layer - 1][0] = new_layer
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@ -8,7 +8,7 @@ onready var popup_menu : PopupMenu = $PopupMenu
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func _ready() -> void:
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hint_tooltip = "Frame: %s, Layer: %s" % [frame + 1, layer]
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if Global.canvases[frame] in Global.layers[layer][5]:
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if Global.canvases[frame] in Global.layers[layer].linked_cels:
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get_node("LinkedIndicator").visible = true
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popup_menu.set_item_text(4, "Unlink Cel")
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popup_menu.set_item_metadata(4, "Unlink Cel")
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@ -53,13 +53,13 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
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3: # Move Right
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change_frame_order(1)
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4: # Unlink Cel
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var cel_index : int = Global.layers[layer][5].find(Global.canvases[frame])
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var cel_index : int = Global.layers[layer].linked_cels.find(Global.canvases[frame])
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var c = Global.canvases[frame]
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var new_layers := Global.layers.duplicate(true)
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var new_layers : Array = Global.layers.duplicate(true)
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var new_canvas_layers : Array = c.layers.duplicate(true)
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if popup_menu.get_item_metadata(4) == "Unlink Cel":
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new_layers[layer][5].remove(cel_index)
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new_layers[layer].linked_cels.remove(cel_index)
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var sprite := Image.new()
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sprite.copy_from(Global.canvases[frame].layers[layer][0])
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sprite.lock()
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@ -78,14 +78,14 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
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Global.undo_redo.add_do_method(Global, "redo", [Global.canvases[frame]], layer)
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Global.undo_redo.commit_action()
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elif popup_menu.get_item_metadata(4) == "Link Cel":
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new_layers[layer][5].append(Global.canvases[frame])
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new_layers[layer].linked_cels.append(Global.canvases[frame])
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Global.undo_redo.create_action("Link Cel")
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Global.undo_redo.add_do_property(Global, "layers", new_layers)
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if new_layers[layer][5].size() > 1:
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if new_layers[layer].linked_cels.size() > 1:
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# If there are already linked cels, set the current cel's image
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# to the first linked cel's image
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new_canvas_layers[layer][0] = new_layers[layer][5][0].layers[layer][0]
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new_canvas_layers[layer][1] = new_layers[layer][5][0].layers[layer][1]
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new_canvas_layers[layer][0] = new_layers[layer].linked_cels[0].layers[layer][0]
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new_canvas_layers[layer][1] = new_layers[layer].linked_cels[0].layers[layer][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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@ -97,7 +97,7 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
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func change_frame_order(rate : int) -> void:
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var change = frame + rate
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var new_canvases := Global.canvases.duplicate()
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var new_canvases : Array = Global.canvases.duplicate()
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var temp = new_canvases[frame]
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new_canvases[frame] = new_canvases[change]
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new_canvases[change] = temp
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@ -16,7 +16,7 @@ func _ready() -> void:
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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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if Global.layers[i][1]:
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if Global.layers[i].visible:
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Global.change_button_texturerect(visibility_button.get_child(0), "layer_visible.png")
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visibility_button.get_child(0).rect_size = Vector2(24, 14)
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visibility_button.get_child(0).rect_position = Vector2(4, 9)
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@ -25,12 +25,12 @@ func _ready() -> void:
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visibility_button.get_child(0).rect_size = Vector2(24, 8)
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visibility_button.get_child(0).rect_position = Vector2(4, 12)
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if Global.layers[i][2]:
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if Global.layers[i].locked:
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Global.change_button_texturerect(lock_button.get_child(0), "lock.png")
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else:
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Global.change_button_texturerect(lock_button.get_child(0), "unlock.png")
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if Global.layers[i][4]: # If new layers will be linked
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if Global.layers[i].new_cels_linked: # If new layers will be linked
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Global.change_button_texturerect(linked_button.get_child(0), "linked_layer.png")
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else:
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Global.change_button_texturerect(linked_button.get_child(0), "unlinked_layer.png")
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@ -59,20 +59,20 @@ func save_layer_name(new_name : String) -> void:
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line_edit.editable = false
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label.text = new_name
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Global.layers_changed_skip = true
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Global.layers[i][0] = new_name
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Global.layers[i].name = new_name
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func _on_VisibilityButton_pressed() -> void:
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Global.layers[i][1] = !Global.layers[i][1]
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Global.layers[i].visible = !Global.layers[i].visible
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Global.canvas.update()
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func _on_LockButton_pressed() -> void:
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Global.layers[i][2] = !Global.layers[i][2]
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Global.layers[i].locked = !Global.layers[i].locked
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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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if Global.layers[i][4] && !Global.layers[i][5]:
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Global.layers[i][5].append(Global.canvas)
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Global.layers[i][3].get_child(Global.current_frame)._ready()
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Global.layers[i].new_cels_linked = !Global.layers[i].new_cels_linked
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if Global.layers[i].new_cels_linked && !Global.layers[i].linked_cels:
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Global.layers[i].linked_cels.append(Global.canvas)
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Global.layers[i].frame_container.get_child(Global.current_frame)._ready()
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