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Fixed crash when choosing "no loop" after looping with 1 frame
Before this commit, if you had one frame in the timeline and clicked the loop button until it went back to no loop WHILE the animation was playing, Pixelorama would crash. Now, if you're left with only one frame, Pixelorama will stop animating. Also updated the loop button's hint tooltip.
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parent
36b462c30a
commit
e940029979
3 changed files with 33 additions and 17 deletions
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@ -195,9 +195,11 @@ func undo(_canvases : Array, layer_index : int = -1) -> void:
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if action_name == "Add Frame":
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canvas_parent.remove_child(_canvases[0])
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frame_container.remove_child(_canvases[0].frame_button)
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if len(canvases) == 1:
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Global.remove_frame_button.disabled = true
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Global.remove_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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#This actually means that canvases.size is one, but it hasn't been updated yet
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if canvases.size() == 2: #Stop animating
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play_forward.pressed = false
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play_backwards.pressed = false
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animation_timer.stop()
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elif action_name == "Remove Frame":
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canvas_parent.add_child(_canvases[0])
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canvas_parent.move_child(_canvases[0], _canvases[0].frame)
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@ -238,6 +240,10 @@ func redo(_canvases : Array, layer_index : int = -1) -> void:
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elif action_name == "Remove Frame":
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canvas_parent.remove_child(_canvases[0])
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frame_container.remove_child(_canvases[0].frame_button)
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if canvases.size() == 1: #Stop animating
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play_forward.pressed = false
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play_backwards.pressed = false
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animation_timer.stop()
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elif action_name == "Change Frame Order":
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frame_container.move_child(_canvases[0].frame_button, _canvases[0].frame)
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canvas_parent.move_child(_canvases[0], _canvases[0].frame)
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