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Improved the tiling feature (#378)
* Improved tiling feature * Removed some unwanted code * Fixed the bug mentioned by overloaded * Added the requests by overload * changed the y value which was given x value before
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4be0740170
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7 changed files with 92 additions and 34 deletions
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@ -5,7 +5,7 @@ enum Grid_Types {CARTESIAN, ISOMETRIC, ALL}
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enum Pressure_Sensitivity {NONE, ALPHA, SIZE, ALPHA_AND_SIZE}
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enum Direction {UP, DOWN, LEFT, RIGHT}
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enum Theme_Types {DARK, BLUE, CARAMEL, LIGHT}
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enum Tile_Mode {NONE, BOTH, XAXIS, YAXIS}
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# Stuff for arrowkey-based canvas movements nyaa ^.^
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const low_speed_move_rate := 150.0
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const medium_speed_move_rate := 750.0
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@ -74,7 +74,7 @@ var left_square_indicator_visible := true
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var right_square_indicator_visible := false
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# View menu options
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var tile_mode := false
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var tile_mode : int = Tile_Mode.NONE
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var draw_grid := false
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var show_rulers := true
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var show_guides := true
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@ -116,6 +116,7 @@ var cursor_position_label : Label
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var zoom_level_label : Label
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var recent_projects_submenu : PopupMenu
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var tile_mode_submenu : PopupMenu
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var new_image_dialog : ConfirmationDialog
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var open_sprites_dialog : FileDialog
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@ -157,7 +158,6 @@ var layer_opacity_slider : HSlider
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var layer_opacity_spinbox : SpinBox
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var preview_zoom_slider : VSlider
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var add_palette_button : BaseButton
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var edit_palette_button : BaseButton
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var palette_option_button : OptionButton
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@ -219,6 +219,15 @@ func _ready() -> void:
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recent_projects_submenu = PopupMenu.new()
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recent_projects_submenu.set_name("recent_projects_submenu")
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tile_mode_submenu = PopupMenu.new()
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tile_mode_submenu.set_name("tile_mode_submenu")
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tile_mode_submenu.add_check_item("None", 0)
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tile_mode_submenu.set_item_checked(0, true)
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tile_mode_submenu.add_check_item("Tiled In Both Axis", 1)
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tile_mode_submenu.add_check_item("Tiled In X Axis", 2)
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tile_mode_submenu.add_check_item("Tiled In Y Axis", 3)
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tile_mode_submenu.hide_on_checkable_item_selection = false
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new_image_dialog = find_node_by_name(root, "CreateNewImage")
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open_sprites_dialog = find_node_by_name(root, "OpenSprite")
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save_sprites_dialog = find_node_by_name(root, "SaveSprite")
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