Skip to content
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

SpriteFrames Editor: Fix Frame Duration applied to wrong frame when switching frame #79872

Merged
merged 1 commit into from
Oct 5, 2023
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 6 additions & 8 deletions editor/plugins/sprite_frames_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1134,18 +1134,16 @@ void SpriteFramesEditor::_frame_duration_changed(double p_value) {
return;
}

int index = frame_list->get_current();
int index = sel;
if (index < 0) {
return;
}

sel = index;

Ref<Texture2D> texture = frames->get_frame_texture(edited_anim, index);
float old_duration = frames->get_frame_duration(edited_anim, index);

EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Set Frame Duration"), UndoRedo::MERGE_DISABLE, EditorNode::get_singleton()->get_edited_scene());
undo_redo->create_action(TTR("Set Frame Duration"), UndoRedo::MERGE_ENDS, EditorNode::get_singleton()->get_edited_scene());
undo_redo->add_do_method(frames.ptr(), "set_frame", edited_anim, index, texture, p_value);
undo_redo->add_undo_method(frames.ptr(), "set_frame", edited_anim, index, texture, old_duration);
undo_redo->add_do_method(this, "_update_library");
Expand Down Expand Up @@ -1192,7 +1190,7 @@ void SpriteFramesEditor::_update_library(bool p_skip_selector) {

updating = true;

frame_duration->set_value(1.0); // Default.
frame_duration->set_value_no_signal(1.0); // Default.
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Should the same be done to SpriteFramesEditor::_frame_list_item_selected? Then you can probably remove the updating guards in it.

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Then you can probably remove the updating guards in it.

Probably yes, but I wouldn't want to add any regressions. We'll probably refactor this plugin at some point and remove the obscurity in the code execution order.


if (!p_skip_selector) {
animations->clear();
Expand Down Expand Up @@ -1294,7 +1292,7 @@ void SpriteFramesEditor::_update_library(bool p_skip_selector) {
}
if (sel == i) {
frame_list->select(frame_list->get_item_count() - 1);
frame_duration->set_value(frames->get_frame_duration(edited_anim, i));
frame_duration->set_value_no_signal(frames->get_frame_duration(edited_anim, i));
}
}

Expand Down Expand Up @@ -1876,8 +1874,8 @@ SpriteFramesEditor::SpriteFramesEditor() {
frame_list->set_max_text_lines(2);
SET_DRAG_FORWARDING_GCD(frame_list, SpriteFramesEditor);
frame_list->connect("gui_input", callable_mp(this, &SpriteFramesEditor::_frame_list_gui_input));
frame_list->connect("item_selected", callable_mp(this, &SpriteFramesEditor::_frame_list_item_selected));

// HACK: The item_selected signal is emitted before the Frame Duration spinbox loses focus and applies the change.
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Oh no a hack.

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

To me, the deferred connection looks like a hack that could cause other issues. See #79695.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think we can avoid this if we track which frame was selected when focus was gain and update that frame on focus loss, not the one currently selected. See #79692 (comment).

frame_list->connect("item_selected", callable_mp(this, &SpriteFramesEditor::_frame_list_item_selected), CONNECT_DEFERRED);
sub_vb->add_child(frame_list);

dialog = memnew(AcceptDialog);
Expand Down
Loading