CozyPixelStudio/src/UI/Timeline/LayerButton.gd
OverloadedOrama 4e111a7ac0 Created a Projects class
A Project class contains project-specific data like name, undo_redo, frames, layers, tags and brushes. These variables have been moved from Global. This is the first step towards multiple tab support, where each tab will be a different Project.
2020-06-04 21:05:36 +03:00

79 lines
2.9 KiB
GDScript

class_name LayerButton
extends Button
var i := 0
var visibility_button : BaseButton
var lock_button : BaseButton
var linked_button : BaseButton
var label : Label
var line_edit : LineEdit
func _ready() -> void:
visibility_button = Global.find_node_by_name(self, "VisibilityButton")
lock_button = Global.find_node_by_name(self, "LockButton")
linked_button = Global.find_node_by_name(self, "LinkButton")
label = Global.find_node_by_name(self, "Label")
line_edit = Global.find_node_by_name(self, "LineEdit")
if Global.current_project.layers[i].visible:
Global.change_button_texturerect(visibility_button.get_child(0), "layer_visible.png")
visibility_button.get_child(0).rect_size = Vector2(24, 14)
visibility_button.get_child(0).rect_position = Vector2(4, 9)
else:
Global.change_button_texturerect(visibility_button.get_child(0), "layer_invisible.png")
visibility_button.get_child(0).rect_size = Vector2(24, 8)
visibility_button.get_child(0).rect_position = Vector2(4, 12)
if Global.current_project.layers[i].locked:
Global.change_button_texturerect(lock_button.get_child(0), "lock.png")
else:
Global.change_button_texturerect(lock_button.get_child(0), "unlock.png")
if Global.current_project.layers[i].new_cels_linked: # If new layers will be linked
Global.change_button_texturerect(linked_button.get_child(0), "linked_layer.png")
else:
Global.change_button_texturerect(linked_button.get_child(0), "unlinked_layer.png")
func _input(event : InputEvent) -> void:
if (event.is_action_released("ui_accept") or event.is_action_released("ui_cancel")) and line_edit.visible and event.scancode != KEY_SPACE:
save_layer_name(line_edit.text)
func _on_LayerContainer_pressed() -> void:
pressed = !pressed
label.visible = false
line_edit.visible = true
line_edit.editable = true
line_edit.grab_focus()
func _on_LineEdit_focus_exited() -> void:
save_layer_name(line_edit.text)
func save_layer_name(new_name : String) -> void:
label.visible = true
line_edit.visible = false
line_edit.editable = false
label.text = new_name
Global.layers_changed_skip = true
Global.current_project.layers[i].name = new_name
func _on_VisibilityButton_pressed() -> void:
Global.current_project.layers[i].visible = !Global.current_project.layers[i].visible
Global.canvas.update()
func _on_LockButton_pressed() -> void:
Global.current_project.layers[i].locked = !Global.current_project.layers[i].locked
func _on_LinkButton_pressed() -> void:
Global.current_project.layers[i].new_cels_linked = !Global.current_project.layers[i].new_cels_linked
if Global.current_project.layers[i].new_cels_linked && !Global.current_project.layers[i].linked_cels:
# If button is pressed and there are no linked cels in the layer
Global.current_project.layers[i].linked_cels.append(Global.current_project.frames[Global.current_project.current_frame])
Global.current_project.layers[i].frame_container.get_child(Global.current_project.current_frame)._ready()