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