Merge pull request #29109 from RandomShaper/fix_onion_skinning

Fix onion skinning
This commit is contained in:
Rémi Verschelde 2019-05-23 07:58:27 +02:00 committed by GitHub
commit c088386c5b
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 29 additions and 2 deletions

View file

@ -1431,6 +1431,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
new_state["show_rulers"] = false;
new_state["show_guides"] = false;
new_state["show_helpers"] = false;
new_state["show_zoom_control"] = false;
// TODO: Save/restore only affected entries
CanvasItemEditor::get_singleton()->set_state(new_state);
}
@ -1483,7 +1484,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
if (valid) {
player->seek(pos, true);
get_tree()->flush_transform_notifications(); // Needed for transforms of Spatials
values_backup.update_skeletons(); // Needed for Skeletons
values_backup.update_skeletons(); // Needed for Skeletons (2D & 3D)
VS::get_singleton()->viewport_set_active(onion.captures[cidx], true);
VS::get_singleton()->viewport_set_parent_viewport(root_vp, onion.captures[cidx]);

View file

@ -4009,6 +4009,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
show_rulers = !show_rulers;
int idx = view_menu->get_popup()->get_item_index(SHOW_RULERS);
view_menu->get_popup()->set_item_checked(idx, show_rulers);
_update_scrollbars();
viewport->update();
} break;
case SHOW_GUIDES: {
@ -4531,6 +4532,7 @@ Dictionary CanvasItemEditor::get_state() const {
state["show_rulers"] = show_rulers;
state["show_guides"] = show_guides;
state["show_helpers"] = show_helpers;
state["show_zoom_control"] = zoom_hb->is_visible();
state["show_edit_locks"] = show_edit_locks;
state["snap_rotation"] = snap_rotation;
state["snap_relative"] = snap_relative;
@ -4541,6 +4543,7 @@ Dictionary CanvasItemEditor::get_state() const {
void CanvasItemEditor::set_state(const Dictionary &p_state) {
bool update_scrollbars = false;
Dictionary state = p_state;
if (state.has("zoom")) {
zoom = p_state["zoom"];
@ -4549,7 +4552,7 @@ void CanvasItemEditor::set_state(const Dictionary &p_state) {
if (state.has("ofs")) {
view_offset = p_state["ofs"];
previous_update_view_offset = view_offset;
_update_scrollbars();
update_scrollbars = true;
}
if (state.has("grid_offset")) {
@ -4637,6 +4640,7 @@ void CanvasItemEditor::set_state(const Dictionary &p_state) {
show_rulers = state["show_rulers"];
int idx = view_menu->get_popup()->get_item_index(SHOW_RULERS);
view_menu->get_popup()->set_item_checked(idx, show_rulers);
update_scrollbars = true;
}
if (state.has("show_guides")) {
@ -4657,6 +4661,11 @@ void CanvasItemEditor::set_state(const Dictionary &p_state) {
view_menu->get_popup()->set_item_checked(idx, show_edit_locks);
}
if (state.has("show_zoom_control")) {
// This one is not user-controllable, but instrumentable
zoom_hb->set_visible(state["show_zoom_control"]);
}
if (state.has("snap_rotation")) {
snap_rotation = state["snap_rotation"];
int idx = snap_config_menu->get_popup()->get_item_index(SNAP_USE_ROTATION);
@ -4681,6 +4690,9 @@ void CanvasItemEditor::set_state(const Dictionary &p_state) {
skeleton_menu->get_popup()->set_item_checked(idx, skeleton_show_bones);
}
if (update_scrollbars) {
_update_scrollbars();
}
viewport->update();
}

View file

@ -39,6 +39,9 @@ class Bone2D : public Node2D {
GDCLASS(Bone2D, Node2D)
friend class Skeleton2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
Bone2D *parent_bone;
Skeleton2D *skeleton;
@ -71,6 +74,9 @@ class Skeleton2D : public Node2D {
GDCLASS(Skeleton2D, Node2D);
friend class Bone2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
struct Bone {
bool operator<(const Bone &p_bone) const {

View file

@ -37,12 +37,20 @@
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#include "scene/2d/skeleton_2d.h"
void AnimatedValuesBackup::update_skeletons() {
for (int i = 0; i < entries.size(); i++) {
if (entries[i].bone_idx != -1) {
// 3D bone
Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON);
} else {
Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
if (bone && bone->skeleton) {
// 2D bone
bone->skeleton->_update_transform();
}
}
}
}