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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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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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