-
-
Notifications
You must be signed in to change notification settings - Fork 19.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow duplicating animation sprites #67533
Closed
Closed
Changes from all commits
Commits
Show all changes
3 commits
Select commit
Hold shift + click to select a range
File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -428,6 +428,7 @@ void SpriteFramesEditor::_notification(int p_what) { | |
zoom_reset->set_icon(get_theme_icon(SNAME("ZoomReset"), SNAME("EditorIcons"))); | ||
zoom_in->set_icon(get_theme_icon(SNAME("ZoomMore"), SNAME("EditorIcons"))); | ||
add_anim->set_icon(get_theme_icon(SNAME("New"), SNAME("EditorIcons"))); | ||
duplicate_anim->set_icon(get_theme_icon(SNAME("Duplicate"), SNAME("EditorIcons"))); | ||
delete_anim->set_icon(get_theme_icon(SNAME("Remove"), SNAME("EditorIcons"))); | ||
anim_search_box->set_right_icon(get_theme_icon(SNAME("Search"), SNAME("EditorIcons"))); | ||
split_sheet_zoom_out->set_icon(get_theme_icon(SNAME("ZoomLess"), SNAME("EditorIcons"))); | ||
|
@@ -800,6 +801,44 @@ void SpriteFramesEditor::_animation_add() { | |
animations->grab_focus(); | ||
} | ||
|
||
void SpriteFramesEditor::_animation_duplicate() { | ||
if (!frames->has_animation(edited_anim)) { | ||
return; | ||
} | ||
|
||
int counter = 1; | ||
String name = String(edited_anim) + " " + itos(counter); | ||
while (frames->has_animation(name)) { | ||
counter++; | ||
name = String(edited_anim) + " " + itos(counter); | ||
} | ||
|
||
undo_redo->create_action(TTR("Duplicate Animation")); | ||
undo_redo->add_do_method(frames, "add_animation", name); | ||
undo_redo->add_do_method(frames, "set_animation_loop", name, frames->get_animation_loop(edited_anim)); | ||
undo_redo->add_do_method(frames, "set_animation_speed", name, frames->get_animation_speed(edited_anim)); | ||
for (int i = 0; i < frames->get_frame_count(edited_anim); i++) { | ||
undo_redo->add_do_method(frames, "add_frame", name, frames->get_frame(edited_anim, i)); | ||
} | ||
undo_redo->add_undo_method(frames, "remove_animation", name); | ||
undo_redo->add_do_method(this, "_update_library"); | ||
undo_redo->add_undo_method(this, "_update_library"); | ||
|
||
// Not sure whether this part is needed/wanted (`_animation_add` is doing the same thing). | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You should do something about this comment. Either use |
||
List<Node *> nodes; | ||
_find_anim_sprites(EditorNode::get_singleton()->get_edited_scene(), &nodes, Ref<SpriteFrames>(frames)); | ||
for (Node *E : nodes) { | ||
String current = E->call("get_animation"); | ||
undo_redo->add_do_method(E, "set_animation", name); | ||
undo_redo->add_undo_method(E, "set_animation", current); | ||
} | ||
|
||
edited_anim = name; | ||
|
||
undo_redo->commit_action(); | ||
animations->grab_focus(); | ||
} | ||
|
||
void SpriteFramesEditor::_animation_remove() { | ||
if (updating) { | ||
return; | ||
|
@@ -1035,6 +1074,7 @@ void SpriteFramesEditor::edit(SpriteFrames *p_frames) { | |
|
||
add_anim->set_disabled(read_only); | ||
delete_anim->set_disabled(read_only); | ||
duplicate_anim->set_disabled(read_only); | ||
anim_speed->set_editable(!read_only); | ||
anim_loop->set_disabled(read_only); | ||
load->set_disabled(read_only); | ||
|
@@ -1206,6 +1246,11 @@ SpriteFramesEditor::SpriteFramesEditor() { | |
hbc_animlist->add_child(add_anim); | ||
add_anim->connect("pressed", callable_mp(this, &SpriteFramesEditor::_animation_add)); | ||
|
||
duplicate_anim = memnew(Button); | ||
duplicate_anim->set_flat(true); | ||
hbc_animlist->add_child(duplicate_anim); | ||
duplicate_anim->connect("pressed", callable_mp(this, &SpriteFramesEditor::_animation_duplicate)); | ||
|
||
delete_anim = memnew(Button); | ||
delete_anim->set_flat(true); | ||
hbc_animlist->add_child(delete_anim); | ||
|
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It's not a big issue, but I wonder if it's the best to duplicate manually each property of the animation. If we add a property on SpriteFrames's animation, then this will break.
I think it would be better to modify the
SpriteFrames.animations
property directly instead, that should make it future-proof.There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
can you explain deeper please, I think I didnt got it! what I got was: create a for loop and execute each action like the animation was being created manually?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I mean, that's fine and it works. But if we someday add a new property to an animation, then it will break because you will be missing an action to copy the new property in the new create animation. So instead, I think you could use the
SpriteFrames.animations
property instead.It would be something like:
But if you think it's too complex your solution works too, I don't mind much, it might just be a bit less future-proof.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Anyway, I will approve the PR anyway, I think it's good to merge as-is.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
SpriteFrames have a struct named Anim, so it's easy to duplicate everything at once. But this needs to be done in SpriteFrames, something like
duplicate_animation(animation, new_animation)
and the code(structs are passed by value, so this should be enough)