Added renaming layers on right click, removed a lot of old debug logging

This commit is contained in:
2025-07-21 08:29:11 +10:00
parent 85a208a729
commit e8620611df
19 changed files with 184 additions and 360 deletions

View File

@@ -55,11 +55,10 @@ func updateGroupDropdown():
# Add existing groups
if WobbleSyncManager:
var groups = WobbleSyncManager.getGroupNames()
print("DEBUG: updateGroupDropdown - available groups: ", groups)
for group_name in groups:
groupDropdown.add_item(group_name)
else:
print("DEBUG: updateGroupDropdown - WobbleSyncManager not available")
pass # WobbleSyncManager not available
# Add "Create New..." option
groupDropdown.add_separator()
@@ -67,7 +66,6 @@ func updateGroupDropdown():
# Select current group if sprite is synced
if currentSprite != null and currentSprite.wobbleSyncGroup != "":
print("DEBUG: updateGroupDropdown - sprite has group '", currentSprite.wobbleSyncGroup, "'")
var group_index = -1
for i in range(groupDropdown.get_item_count()):
if groupDropdown.get_item_text(i) == currentSprite.wobbleSyncGroup:
@@ -75,13 +73,10 @@ func updateGroupDropdown():
break
if group_index != -1:
print("DEBUG: updateGroupDropdown - selecting group at index ", group_index)
groupDropdown.selected = group_index
else:
print("DEBUG: updateGroupDropdown - group '", currentSprite.wobbleSyncGroup, "' not found in dropdown")
groupDropdown.selected = 0 # Select "None"
else:
print("DEBUG: updateGroupDropdown - sprite has no group, selecting 'None'")
groupDropdown.selected = 0 # Select "None"
updating_dropdown = false
@@ -100,11 +95,9 @@ func updateSyncIndicator():
## Set the current sprite to manage
func setSprite(sprite):
print("DEBUG: WobbleSyncControl.setSprite called with sprite ID: ", sprite.id if sprite else "null")
currentSprite = sprite
if currentSprite:
print("DEBUG: Current sprite wobbleSyncGroup: '", currentSprite.wobbleSyncGroup, "'")
print("DEBUG: Current sprite isSynced(): ", currentSprite.isSynced())
pass # Sprite is valid
updateUI()
## Get available groups for the dropdown (excluding "None" and "Create New...")
@@ -120,18 +113,15 @@ func _on_group_dropdown_selected(index: int):
return
var selected_text = groupDropdown.get_item_text(index)
print("DEBUG: Dropdown selected: '", selected_text, "' at index ", index)
match selected_text:
"None":
# Remove sprite from any group
if currentSprite.wobbleSyncGroup != "" and WobbleSyncManager:
print("DEBUG: Removing sprite ID ", currentSprite.id, " from group '", currentSprite.wobbleSyncGroup, "'")
WobbleSyncManager.removeSpriteFromAllGroups(currentSprite.id)
Global.pushUpdate("Removed sprite from wobble sync group")
"Create New...":
print("DEBUG: User selected 'Create New...' from dropdown")
# Show create group dialog
groupNameInput.text = ""
groupNameInput.placeholder_text = "Enter group name..."
@@ -143,45 +133,39 @@ func _on_group_dropdown_selected(index: int):
_:
# Join selected group
if WobbleSyncManager and WobbleSyncManager.hasGroup(selected_text):
print("DEBUG: Adding sprite ID ", currentSprite.id, " to group '", selected_text, "'")
WobbleSyncManager.addSpriteToGroup(currentSprite.id, selected_text)
# Refresh sprite editor to show updated wobble values
if Global.spriteEdit:
Global.spriteEdit.setImage()
else:
print("DEBUG: Group '", selected_text, "' not found or WobbleSyncManager not available")
pass # Group doesn't exist
updateSyncIndicator()
## Handle create group dialog confirmation
func _on_create_group_confirmed():
var group_name = groupNameInput.text.strip_edges()
print("DEBUG: Create group confirmed with name: '", group_name, "'")
if group_name == "":
print("DEBUG: Group name is empty")
Global.pushUpdate("Group name cannot be empty")
return
if WobbleSyncManager and WobbleSyncManager.hasGroup(group_name):
print("DEBUG: Group '", group_name, "' already exists")
Global.pushUpdate("Group \"" + group_name + "\" already exists")
return
# Create group with current sprite
if currentSprite != null and WobbleSyncManager:
print("DEBUG: Creating group '", group_name, "' with sprite ID ", currentSprite.id)
if WobbleSyncManager.createGroup(group_name, currentSprite.id):
print("DEBUG: Group created successfully")
createGroupDialog.hide()
updateUI()
# Refresh sprite editor to show sync status
if Global.spriteEdit:
Global.spriteEdit.setImage()
else:
print("DEBUG: Failed to create group")
pass # Failed to create group
else:
print("DEBUG: No current sprite to add to group")
pass # No sprite or WobbleSyncManager not available
## Handle create group dialog cancellation
func _on_create_group_cancelled():
@@ -203,5 +187,4 @@ func canSync() -> bool:
## Force refresh the UI - useful after loading saves
func forceRefresh():
print("DEBUG: WobbleSyncControl.forceRefresh called")
updateUI()