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

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@@ -280,7 +280,6 @@ func blinking():
blinkTick = -12
func epicFail(err):
print(fail)
if fail == null:
return

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@@ -12,10 +12,8 @@ signal sprite_joined_group(sprite_id: int, group_name: String)
signal sprite_left_group(sprite_id: int, group_name: String)
func _ready():
print("DEBUG: WobbleSyncManager._ready() called")
print("DEBUG: WobbleSyncManager autoload initialized successfully")
print("DEBUG: Initial syncGroups: ", syncGroups)
print("DEBUG: Initial spriteGroupMembership: ", spriteGroupMembership)
# Manager initialization complete
pass
class WobbleSyncGroup:
var name: String
@@ -32,8 +30,6 @@ class WobbleSyncGroup:
## Set wobble parameters for the entire group
func setWobbleParameters(x_frq: float, x_amp: float, y_frq: float, y_amp: float, r_frq: float, r_amp: float, manager_ref):
print("DEBUG: WobbleSyncGroup.setWobbleParameters called for group '", name, "' with ", memberSprites.size(), " members")
print("DEBUG: Member sprite IDs: ", memberSprites)
xFrq = x_frq
xAmp = x_amp
yFrq = y_frq
@@ -43,13 +39,10 @@ class WobbleSyncGroup:
# Update all member sprites using the manager reference
var sprites = manager_ref.get_tree().get_nodes_in_group("saved")
print("DEBUG: Found ", sprites.size(), " total sprites in 'saved' group")
var updated_count = 0
for sprite in sprites:
print("DEBUG: Checking sprite ID ", sprite.id, " (type: ", typeof(sprite.id), ") against member list")
if sprite.id in memberSprites:
print("DEBUG: Updating sprite ID ", sprite.id, " with new wobble values (no scaling - values stored as-is)")
# Preserve the sprite's group membership
var current_group = sprite.wobbleSyncGroup
sprite.xFrq = xFrq
@@ -61,19 +54,13 @@ class WobbleSyncGroup:
# Restore group membership in case it got cleared
sprite.wobbleSyncGroup = current_group
updated_count += 1
else:
print("DEBUG: Sprite ID ", sprite.id, " not in member list")
print("DEBUG: Updated ", updated_count, " sprites in group '", name, "'")
## Add sprite to this group
func addSprite(sprite_id): # Remove type constraint to handle float IDs
print("DEBUG: WobbleSyncGroup.addSprite called with sprite_id: ", sprite_id, " (type: ", typeof(sprite_id), ")")
if sprite_id not in memberSprites:
memberSprites.append(sprite_id)
print("DEBUG: Added sprite to memberSprites. Current members: ", memberSprites)
else:
print("DEBUG: Sprite already in memberSprites")
pass # Sprite already in group
## Remove sprite from this group
func removeSprite(sprite_id): # Remove type constraint
@@ -144,10 +131,8 @@ func deleteGroup(group_name: String):
## Add sprite to a group
func addSpriteToGroup(sprite_id, group_name: String) -> bool: # Remove type constraint
print("DEBUG: addSpriteToGroup called with sprite_id: ", sprite_id, " (type: ", typeof(sprite_id), "), group: '", group_name, "'")
if not syncGroups.has(group_name):
print("DEBUG: Group '", group_name, "' not found")
return false
# Remove sprite from any existing group first
@@ -156,12 +141,10 @@ func addSpriteToGroup(sprite_id, group_name: String) -> bool: # Remove type con
var group = syncGroups[group_name]
group.addSprite(sprite_id)
spriteGroupMembership[sprite_id] = group_name
print("DEBUG: Added sprite ", sprite_id, " to group '", group_name, "'. Group now has ", group.memberSprites.size(), " members")
# Sync the sprite's wobble parameters to the group
var sprite = getSpriteById(sprite_id)
if sprite:
print("DEBUG: Found sprite object, syncing wobble parameters to group values")
sprite.wobbleSyncGroup = group_name
sprite.xFrq = group.xFrq
sprite.xAmp = group.xAmp
@@ -176,24 +159,19 @@ func addSpriteToGroup(sprite_id, group_name: String) -> bool: # Remove type con
## Remove sprite from a specific group
func removeSpriteFromGroup(sprite_id, group_name: String): # Remove type constraint
print("DEBUG: removeSpriteFromGroup called for sprite ID: ", sprite_id, " (type: ", typeof(sprite_id), "), group: '", group_name, "'")
if not syncGroups.has(group_name):
print("DEBUG: Group '", group_name, "' not found")
return
var group = syncGroups[group_name]
print("DEBUG: Group before removal has ", group.memberSprites.size(), " members: ", group.memberSprites)
group.removeSprite(sprite_id)
spriteGroupMembership.erase(sprite_id)
print("DEBUG: Group after removal has ", group.memberSprites.size(), " members: ", group.memberSprites)
# Clear the sprite's sync group reference
var sprite = getSpriteById(sprite_id)
if sprite:
print("DEBUG: Clearing sprite's wobbleSyncGroup property")
sprite.wobbleSyncGroup = ""
else:
print("DEBUG: Could not find sprite object for ID: ", sprite_id)
pass # Sprite not found
sprite_left_group.emit(sprite_id, group_name)
@@ -205,27 +183,19 @@ func removeSpriteFromGroup(sprite_id, group_name: String): # Remove type constr
## Remove sprite from all groups
func removeSpriteFromAllGroups(sprite_id): # Remove type constraint
print("DEBUG: removeSpriteFromAllGroups called for sprite ID: ", sprite_id)
if spriteGroupMembership.has(sprite_id):
var group_name = spriteGroupMembership[sprite_id]
print("DEBUG: Found sprite in group '", group_name, "', removing...")
removeSpriteFromGroup(sprite_id, group_name)
else:
print("DEBUG: Sprite not found in any group membership")
pass # Sprite not in any group
## Update wobble parameters for a group
func updateGroupWobble(group_name: String, x_frq: float, x_amp: float, y_frq: float, y_amp: float, r_frq: float, r_amp: float):
print("DEBUG: updateGroupWobble called for group '", group_name, "' with values - xFrq:", x_frq, " xAmp:", x_amp, " yFrq:", y_frq, " yAmp:", y_amp, " rFrq:", r_frq, " rAmp:", r_amp)
if not syncGroups.has(group_name):
print("DEBUG: Group '", group_name, "' not found in syncGroups!")
print("DEBUG: Available groups: ", syncGroups.keys())
print("DEBUG: This suggests the avatar's wobble sync groups were never loaded from the save file!")
print("DEBUG: Either the save file doesn't contain wobbleSyncGroups, or the loading process didn't run.")
return
var group = syncGroups[group_name]
print("DEBUG: Found group, calling setWobbleParameters on group with ", group.memberSprites.size(), " members")
group.setWobbleParameters(x_frq, x_amp, y_frq, y_amp, r_frq, r_amp, self)
## Get sprite's current group name
@@ -234,14 +204,10 @@ func getSpriteGroupName(sprite_id: int) -> String:
## Get all group names
func getGroupNames() -> Array:
print("DEBUG: getGroupNames called. syncGroups has ", syncGroups.size(), " groups: ", syncGroups.keys())
print("DEBUG: getGroupNames - syncGroups reference: ", syncGroups)
print("DEBUG: getGroupNames - self reference: ", self)
return syncGroups.keys()
## Test function to manually load wobble sync groups
func testManualLoad():
print("DEBUG: testManualLoad called - creating test data...")
var test_data = {
"ears": {
"name": "ears",
@@ -254,9 +220,7 @@ func testManualLoad():
"memberSprites": [3291286625.0]
}
}
print("DEBUG: Calling loadSaveData with test data...")
await loadSaveData(test_data)
print("DEBUG: testManualLoad completed. syncGroups now has: ", syncGroups.size(), " groups")
## Check if a group exists
func hasGroup(group_name: String) -> bool:
@@ -305,91 +269,52 @@ func getSaveData() -> Dictionary:
## Load save data for all groups
func loadSaveData(save_data: Dictionary):
print("DEBUG: ========================")
print("DEBUG: WobbleSyncManager.loadSaveData called with save_data: ", save_data)
print("DEBUG: save_data type: ", typeof(save_data))
print("DEBUG: save_data.keys(): ", save_data.keys())
print("DEBUG: save_data.size(): ", save_data.size())
print("DEBUG: self reference: ", self)
print("DEBUG: syncGroups before clear: ", syncGroups)
# Check if save_data is valid
if save_data == null or typeof(save_data) != TYPE_DICTIONARY:
print("DEBUG: ERROR - Invalid save_data provided")
return
if save_data.size() == 0:
print("DEBUG: WARNING - Empty save_data provided")
return
# Clear existing groups
print("DEBUG: Clearing existing syncGroups (had ", syncGroups.size(), " groups)")
syncGroups.clear()
spriteGroupMembership.clear()
print("DEBUG: Cleared existing data. syncGroups now has ", syncGroups.size(), " groups")
# Load groups from save data
var loaded_groups = 0
print("DEBUG: Starting group loading loop...")
for group_name in save_data.keys():
print("DEBUG: ---- Processing group '", group_name, "' (attempt ", loaded_groups + 1, ") ----")
var group_data = save_data[group_name]
print("DEBUG: Group data type: ", typeof(group_data))
print("DEBUG: Group data: ", group_data)
if typeof(group_data) == TYPE_DICTIONARY:
print("DEBUG: Creating WobbleSyncGroup instance...")
var group = WobbleSyncGroup.new(group_name)
print("DEBUG: Created new WobbleSyncGroup instance for '", group_name, "'")
print("DEBUG: Calling fromSaveData...")
group.fromSaveData(group_data)
print("DEBUG: Called fromSaveData on group '", group_name, "'")
print("DEBUG: Adding to syncGroups dictionary...")
syncGroups[group_name] = group
loaded_groups += 1
print("DEBUG: Added group '", group_name, "' to syncGroups. Total groups now: ", syncGroups.size())
print("DEBUG: syncGroups.keys() now: ", syncGroups.keys())
print("DEBUG: Group memberSprites: ", group.memberSprites)
# Update sprite group membership
print("DEBUG: Updating sprite group membership...")
for sprite_id in group.memberSprites:
spriteGroupMembership[sprite_id] = group_name
print("DEBUG: Added sprite ", sprite_id, " to spriteGroupMembership for group '", group_name, "'")
print("DEBUG: ---- Finished processing group '", group_name, "' ----")
else:
print("DEBUG: ERROR - Group data for '", group_name, "' is not a Dictionary, skipping")
pass # Invalid group data
print("DEBUG: ========================")
print("DEBUG: GROUP LOADING COMPLETE")
print("DEBUG: Loaded ", loaded_groups, " groups total")
print("DEBUG: Final syncGroups after loading: ", syncGroups.keys())
print("DEBUG: Final syncGroups size: ", syncGroups.size())
print("DEBUG: Final syncGroups contents: ", syncGroups)
print("DEBUG: Final spriteGroupMembership: ", spriteGroupMembership)
print("DEBUG: ========================")
# If no groups were loaded, clear any orphaned group references on sprites
if syncGroups.size() == 0:
print("DEBUG: No groups loaded, clearing orphaned sprite group references")
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
if sprite.wobbleSyncGroup != "":
print("DEBUG: Clearing orphaned group reference '", sprite.wobbleSyncGroup, "' from sprite ID ", sprite.id)
sprite.wobbleSyncGroup = ""
else:
print("DEBUG: Groups loaded successfully, syncing sprite parameters...")
# Apply wobble parameters to sprites with better timing
await get_tree().process_frame # Wait for sprites to be loaded
await get_tree().process_frame # Extra frame to ensure everything is ready
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
print("DEBUG: Syncing parameters for group '", group_name, "' with ", group.memberSprites.size(), " members")
for sprite_id in group.memberSprites:
var sprite = getSpriteById(sprite_id)
if sprite:
print("DEBUG: Syncing sprite ID ", sprite_id, " to group '", group_name, "'")
sprite.wobbleSyncGroup = group_name
sprite.xFrq = group.xFrq
sprite.xAmp = group.xAmp
@@ -403,50 +328,9 @@ func loadSaveData(save_data: Dictionary):
if sprite.has_method("updateShaderOpacity"):
sprite.updateShaderOpacity()
else:
print("DEBUG: ERROR - Could not find sprite with ID ", sprite_id)
pass # Sprite not found
print("DEBUG: ========================")
print("DEBUG: loadSaveData FUNCTION COMPLETE")
print("DEBUG: Final verification - syncGroups has ", syncGroups.size(), " groups: ", syncGroups.keys())
print("DEBUG: ========================")
## Called when a sprite is deleted to clean up references
func onSpriteDeleted(sprite_id): # Remove type constraint
removeSpriteFromAllGroups(sprite_id)
## Debug function to check data consistency
func checkDataConsistency():
print("=== WOBBLE SYNC DATA CONSISTENCY CHECK ===")
# Check each group's member sprites
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
print("Group '", group_name, "' has ", group.memberSprites.size(), " members: ", group.memberSprites)
for sprite_id in group.memberSprites:
# Check if sprite exists
var sprite = getSpriteById(sprite_id)
if sprite == null:
print(" ERROR: Sprite ID ", sprite_id, " in group but sprite object not found!")
else:
# Check if sprite's wobbleSyncGroup matches
if sprite.wobbleSyncGroup != group_name:
print(" ERROR: Sprite ID ", sprite_id, " in group '", group_name, "' but sprite.wobbleSyncGroup = '", sprite.wobbleSyncGroup, "'")
else:
print(" OK: Sprite ID ", sprite_id, " consistent")
# Check if membership mapping is correct
if not spriteGroupMembership.has(sprite_id) or spriteGroupMembership[sprite_id] != group_name:
print(" ERROR: Sprite ID ", sprite_id, " in group but spriteGroupMembership is wrong!")
# Check membership mapping for orphaned entries
for sprite_id in spriteGroupMembership.keys():
var group_name = spriteGroupMembership[sprite_id]
if not syncGroups.has(group_name):
print("ERROR: Sprite ID ", sprite_id, " mapped to non-existent group '", group_name, "'")
else:
var group = syncGroups[group_name]
if sprite_id not in group.memberSprites:
print("ERROR: Sprite ID ", sprite_id, " mapped to group '", group_name, "' but not in group's member list")
print("=== END CONSISTENCY CHECK ===")

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@@ -75,6 +75,7 @@ func _ready():
Global.main = self
Global.fail = $Failed
var newUser = Saving.settings["newUser"]
Global.connect("startSpeaking",onSpeak)
@@ -83,22 +84,14 @@ func _ready():
if streamdeck_node != null:
streamdeck_node.on_key_down.connect(changeCostumeStreamDeck)
if Saving.settings["newUser"]:
print("DEBUG: MAIN._ready() - New user detected, loading default avatar")
_on_load_dialog_file_selected("default")
Saving.settings["newUser"] = false
saveLoaded = true
if newUser:
loadDefaultAvatar()
else:
print("DEBUG: MAIN._ready() - Existing user, loading last avatar")
var lastAvatar = Saving.settings["lastAvatar"]
print("DEBUG: lastAvatar setting: ", lastAvatar, " (type: ", typeof(lastAvatar), ")")
# Ensure lastAvatar is a string, not a Dictionary
if typeof(lastAvatar) == TYPE_STRING and lastAvatar != "":
print("DEBUG: Loading avatar from: ", lastAvatar)
_on_load_dialog_file_selected(lastAvatar)
var lastAvatar = Saving.settings.get("lastAvatar", "")
if lastAvatar != null and lastAvatar != "" and typeof(lastAvatar) == TYPE_STRING and FileAccess.file_exists(lastAvatar):
loadAvatar(lastAvatar)
else:
print("WARNING: lastAvatar setting is invalid, loading default instead")
_on_load_dialog_file_selected("default")
loadDefaultAvatar()
$ControlPanel/volumeSlider.value = Saving.settings["volume"]
$ControlPanel/sensitiveSlider.value = Saving.settings["sense"]
@@ -425,54 +418,35 @@ func _on_load_button_pressed():
#LOAD AVATAR
func _on_load_dialog_file_selected(path):
print("DEBUG: _on_load_dialog_file_selected called with path: ", path, " (type: ", typeof(path), ")")
# Handle case where path might be a Dictionary instead of string
if typeof(path) == TYPE_DICTIONARY:
print("ERROR: Expected string path but got Dictionary: ", path)
push_error("Expected string path but got Dictionary: " + str(path))
return
print("DEBUG: About to read save data from: ", path)
var data = Saving.read_save(path)
print("DEBUG: Save data read. Data type: ", typeof(data), ", null check: ", data == null)
if data == null:
print("DEBUG: Save data is null, returning")
return
print("DEBUG: Save data keys: ", data.keys() if typeof(data) == TYPE_DICTIONARY else "not a dictionary")
print("DEBUG: Save data size: ", data.size() if typeof(data) == TYPE_DICTIONARY else "not a dictionary")
# Check the structure of the first few items
if typeof(data) == TYPE_DICTIONARY:
var count = 0
for key in data.keys():
if count < 3: # Just show first 3 items for debugging
print("DEBUG: data[", key, "] = ", data[key])
print("DEBUG: data[", key, "] type = ", typeof(data[key]))
if typeof(data[key]) == TYPE_DICTIONARY and data[key].has("path"):
print("DEBUG: data[", key, "][\"path\"] = ", data[key]["path"])
else:
print("DEBUG: data[", key, "] doesn't have 'path' key or isn't a dictionary")
count += 1
origin.queue_free()
var new = Node2D.new()
$OriginMotion.add_child(new)
origin = new
for item in data:
print("DEBUG: Processing item: ", item, ", data type: ", typeof(data[item]))
if typeof(data[item]) != TYPE_DICTIONARY:
print("DEBUG: Skipping item ", item, " - not a dictionary")
continue
if not data[item].has("path"):
print("DEBUG: Skipping item ", item, " - no 'path' key. Keys: ", data[item].keys())
continue
var sprite = spriteObject.instantiate()
sprite.path = data[item]["path"]
# Load display name (with backward compatibility)
if data[item].has("displayName"):
sprite.displayName = data[item]["displayName"]
sprite.id = data[item]["identification"]
sprite.parentId = data[item]["parentId"]
@@ -542,23 +516,8 @@ func _on_load_dialog_file_selected(path):
Global.spriteList.updateData()
# Load wobble sync groups
print("DEBUG: About to check for wobble sync groups...")
print("DEBUG: data type: ", typeof(data), ", data.keys(): ", data.keys() if typeof(data) == TYPE_DICTIONARY else "not a dictionary")
print("DEBUG: data.has('wobbleSyncGroups'): ", data.has("wobbleSyncGroups"))
print("DEBUG: WobbleSyncManager exists: ", WobbleSyncManager != null)
if WobbleSyncManager != null:
print("DEBUG: WobbleSyncManager type: ", typeof(WobbleSyncManager))
# Show save data content related to wobble sync
if data.has("wobbleSyncGroups"):
print("DEBUG: wobbleSyncGroups data found: ", data["wobbleSyncGroups"])
else:
print("DEBUG: No wobbleSyncGroups found in save data")
if data.has("wobbleSyncGroups") and WobbleSyncManager:
print("DEBUG: Loading wobble sync groups. Data: ", data["wobbleSyncGroups"])
await WobbleSyncManager.loadSaveData(data["wobbleSyncGroups"])
print("DEBUG: Finished loading wobble sync groups")
# Refresh wobble sync UI after groups are loaded
if Global.spriteEdit and Global.spriteEdit.wobbleSyncControl:
Global.spriteEdit.wobbleSyncControl.updateUI()
@@ -568,14 +527,6 @@ func _on_load_dialog_file_selected(path):
# Force refresh in case timing issues
await get_tree().process_frame
Global.spriteEdit.wobbleSyncControl.forceRefresh()
else:
print("DEBUG: Not loading wobble sync groups - missing data or manager")
# Final debug check
if WobbleSyncManager:
print("DEBUG: Final check - WobbleSyncManager has ", WobbleSyncManager.getGroupNames().size(), " groups: ", WobbleSyncManager.getGroupNames())
else:
print("DEBUG: No wobble sync groups to load. has key: ", data.has("wobbleSyncGroups"), ", WobbleSyncManager: ", WobbleSyncManager != null)
# Update opacity shaders for all loaded sprites after wobble sync data is applied
await get_tree().process_frame # Wait for all sprites to be fully initialized
@@ -588,6 +539,14 @@ func _on_load_dialog_file_selected(path):
onWindowSizeChange()
## Load the default avatar data
func loadDefaultAvatar():
_on_load_dialog_file_selected("default")
## Load avatar from a specific file path
func loadAvatar(path: String):
_on_load_dialog_file_selected(path)
#SAVE AVATAR
func _on_save_dialog_file_selected(path):
var data = {}
@@ -599,6 +558,7 @@ func _on_save_dialog_file_selected(path):
data[id] = {}
data[id]["type"] = "sprite"
data[id]["path"] = child.path
data[id]["displayName"] = child.displayName
data[id]["imageData"] = Marshalls.raw_to_base64(child.imageData.save_png_to_buffer())
data[id]["identification"] = child.id
data[id]["parentId"] = child.parentId

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@@ -14357,26 +14357,38 @@ offset_bottom = -51.0
text = "Zoom : 100%"
horizontal_alignment = 2
[node name="VersionLabels" type="Node2D" parent="ControlPanel"]
position = Vector2(-284, 59)
[node name="VersionLabels" type="Control" parent="ControlPanel"]
layout_mode = 3
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -870.0
offset_top = -107.0
offset_right = -610.0
offset_bottom = -7.0
grow_vertical = 0
[node name="Label" type="Label" parent="ControlPanel/VersionLabels"]
offset_left = -713.0
offset_top = -94.0
offset_right = -575.0
offset_bottom = -60.0
[node name="VBoxContainer" type="VBoxContainer" parent="ControlPanel/VersionLabels"]
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = -100.0
offset_right = 138.0
offset_bottom = 1.0
grow_vertical = 0
[node name="Label" type="Label" parent="ControlPanel/VersionLabels/VBoxContainer"]
layout_mode = 2
text = "PNGTuber Plus"
label_settings = SubResource("LabelSettings_w0f1f")
[node name="Label2" type="Label" parent="ControlPanel/VersionLabels"]
offset_left = -713.0
offset_top = -123.0
offset_right = -575.0
offset_bottom = -89.0
[node name="Label2" type="Label" parent="ControlPanel/VersionLabels/VBoxContainer"]
layout_mode = 2
text = "kaiakairos'"
label_settings = SubResource("LabelSettings_qg0do")
[node name="versionNo" type="Label" parent="ControlPanel/VersionLabels/Label2"]
[node name="versionNo" type="Label" parent="ControlPanel/VersionLabels/VBoxContainer/Label2"]
layout_mode = 0
offset_left = 104.0
offset_top = 11.0
@@ -14385,15 +14397,13 @@ offset_bottom = 54.0
text = "v1.4.5"
label_settings = SubResource("LabelSettings_xvf50")
[node name="Label3" type="Label" parent="ControlPanel/VersionLabels"]
offset_left = -566.0
offset_top = -93.0
offset_right = -428.0
offset_bottom = -59.0
[node name="Label3" type="Label" parent="ControlPanel/VersionLabels/VBoxContainer"]
layout_mode = 2
text = "Litruv Edition"
label_settings = SubResource("LabelSettings_qg0do")
[node name="EditControls" type="Node2D" parent="."]
visible = false
z_index = 4090
script = ExtResource("17_bf1ic")

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@@ -50,11 +50,6 @@ window/vsync/vsync_mode=0
project/assembly_name="PNGTuberPlus"
[editor]
version_control/plugin_name=""
version_control/autoload_on_startup=false
[editor_plugins]
enabled=PackedStringArray("res://addons/godot-streamdeck-addon/plugin.cfg")

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@@ -1,30 +0,0 @@
extends Node
## Test script for wobble sync groups - run this to verify the system is working
func _ready():
# Wait a frame for everything to initialize
await get_tree().process_frame
print("=== Wobble Sync Groups Test ===")
# Test creating a group
var success = WobbleSyncManager.createGroup("TestGroup")
print("Create group 'TestGroup': ", success)
# Test getting group names
var groups = WobbleSyncManager.getGroupNames()
print("Available groups: ", groups)
# Test group existence
print("Group 'TestGroup' exists: ", WobbleSyncManager.hasGroup("TestGroup"))
print("Group 'NonExistent' exists: ", WobbleSyncManager.hasGroup("NonExistent"))
# Clean up test group
WobbleSyncManager.deleteGroup("TestGroup")
print("Deleted test group")
groups = WobbleSyncManager.getGroupNames()
print("Groups after deletion: ", groups)
print("=== Test Complete ===")

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@@ -1 +0,0 @@
uid://ca66ai4v1k0sw

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@@ -1,82 +0,0 @@
## Example implementation showing how to replace legacy wobble controls
## with the new WobbleControlPanel component
extends Node2D
## This demonstrates the integration approach for the sprite viewer
## Legacy slider references (to be replaced)
@onready var legacy_wobble_control = $LegacyWobbleControl
## New component system
@onready var wobble_panel: WobbleControlPanel = $WobbleControlPanel
var slider_manager: SliderManager
func _ready():
# Initialize slider management
slider_manager = SliderManager.new(self)
# Set up the wobble panel
if wobble_panel:
# The panel will automatically configure its sliders
print("WobbleControlPanel initialized")
# Hide legacy controls when using new system
if legacy_wobble_control:
legacy_wobble_control.visible = false
## Updated setImage function using new components
func setImage_new_system():
if Global.heldSprite == null:
return
print("Setting image with new component system")
# Update wobble panel with current sprite
if wobble_panel:
wobble_panel.set_target_sprite(Global.heldSprite)
wobble_panel.update_from_sprite()
# Update sync feedback
updateWobbleControlStates_new_system()
## Updated wobble control states using new system
func updateWobbleControlStates_new_system():
if Global.heldSprite == null:
return
if wobble_panel:
wobble_panel.update_sync_feedback()
## Migration helper - gradually replace sections
func migrate_to_new_system():
print("Migrating wobble controls to new component system...")
# Step 1: Hide old controls
if has_node("WobbleControl"):
$WobbleControl.visible = false
# Step 2: Show new panel
if wobble_panel:
wobble_panel.visible = true
# Step 3: Update with current sprite
if Global.heldSprite:
setImage_new_system()
print("Migration complete!")
## Demonstration of component benefits
func demonstrate_consistency():
print("=== Component System Benefits ===")
if wobble_panel:
print("All wobble sliders have consistent:")
print("- Visual styling")
print("- Value formatting")
print("- Label positioning")
print("- Signal handling")
print("- Sync state feedback")
print("Components are easily reusable across scenes")
print("Centralized management through SliderManager")
print("Type-safe with proper class inheritance")

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@@ -61,7 +61,6 @@ func _on_parameter_value_changed(new_value: float):
if not target_sprite or sprite_property == "":
return
print("DEBUG: ParameterSlider ", sprite_property, " changed to: ", new_value)
target_sprite.set(sprite_property, new_value)

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@@ -45,7 +45,6 @@ func _on_wobble_value_changed(new_value: float):
if not target_sprite or parameter_name == "":
return
print("DEBUG: WobbleSlider ", parameter_name, " changed to: ", new_value)
target_sprite.updateWobbleParameter(parameter_name, new_value)
# Update visual feedback for sync status

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@@ -6,6 +6,8 @@ var type = "sprite"
var imageData = null
var tex = null
@export var path = ""
## Custom display name for the sprite (separate from file path)
var displayName = ""
var loadedImageData = null
@@ -319,8 +321,6 @@ func calculateParentOpacityMultiplier():
## Update wobble parameters and sync to group if needed
func updateWobbleParameter(parameter: String, value: float):
print("DEBUG: updateWobbleParameter called - parameter: ", parameter, ", value: ", value, ", sprite ID: ", id)
print("DEBUG: Current wobbleSyncGroup: '", wobbleSyncGroup, "'")
# Update this sprite's parameter first
match parameter:
@@ -331,17 +331,15 @@ func updateWobbleParameter(parameter: String, value: float):
"rFrq": rFrq = value
"rAmp": rAmp = value
print("DEBUG: Parameter updated on sprite. New values - xFrq:", xFrq, " xAmp:", xAmp, " yFrq:", yFrq, " yAmp:", yAmp, " rFrq:", rFrq, " rAmp:", rAmp)
# If this sprite is in a sync group, update the entire group
if wobbleSyncGroup != "" and WobbleSyncManager:
print("DEBUG: Sprite is in sync group '", wobbleSyncGroup, "' - updating group wobble parameters")
WobbleSyncManager.updateGroupWobble(wobbleSyncGroup, xFrq, xAmp, yFrq, yAmp, rFrq, rAmp)
# Don't refresh UI immediately - let the sync process complete first
# The wobble sync control will handle UI updates when needed
else:
print("DEBUG: Sprite not in sync group or WobbleSyncManager not available")
pass # Individual sprite update - no sync needed
## Check if this sprite is synced to a group
func isSynced() -> bool:

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@@ -211,7 +211,6 @@ func _on_stream_deck_check_toggled(button_pressed):
func _on_experimental_mic_loudness_toggle(checked):
Global.experimentalMicLoudness = checked
Saving.settings["experimentalMicLoudness"] = checked
print("Experimental mic loudness: ", checked)
func _process(delta):

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@@ -24,8 +24,6 @@ func _ready():
# Find the wobble sync control node
wobbleSyncControl = find_child("WobbleSyncControl")
if wobbleSyncControl == null:
print("Warning: WobbleSyncControl node not found in sprite viewer")
# Set up blend mode dropdown
setupBlendModeDropdown()

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@@ -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()

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@@ -2,9 +2,9 @@ extends NinePatchRect
@onready var spritePreview = $SpritePreview/Sprite2D
@onready var outline = $Selected
@onready var fade = $Fade
@onready var button = $Button
@onready var label = $Label
var sprite = null
var parent = null
@@ -14,9 +14,23 @@ var indent = 0
var childrenTags = []
var parentTag = null
## Context menu for right-click actions
var context_menu: PopupMenu = null
## Line edit for renaming
var rename_edit: LineEdit = null
## Track if we're currently in rename mode
var is_renaming: bool = false
func _ready():
# Use displayName if available, otherwise fallback to path
var display_text = ""
if sprite.displayName != "":
display_text = sprite.displayName
else:
var count = spritePath.get_slice_count("/") - 1
$Label.text = spritePath.get_slice("/",count)
display_text = spritePath.get_slice("/",count)
label.text = display_text
$Line2D.visible = false
spritePreview.texture = sprite.sprite.texture
@@ -25,6 +39,105 @@ func _ready():
spritePreview.scale = Vector2(1,1) * (60.0/displaySize)
spritePreview.offset = sprite.sprite.offset
# Set up right-click detection
button.gui_input.connect(_on_button_gui_input)
# Create context menu
_setup_context_menu()
## Set up the right-click context menu
func _setup_context_menu():
context_menu = PopupMenu.new()
add_child(context_menu)
# Add rename option
context_menu.add_item("Rename", 0)
context_menu.id_pressed.connect(_on_context_menu_selected)
## Handle GUI input events on the button
func _on_button_gui_input(event: InputEvent):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
# Show context menu at cursor position
var global_pos = get_global_mouse_position()
context_menu.position = Vector2i(global_pos)
context_menu.popup()
## Handle context menu selections
func _on_context_menu_selected(id: int):
match id:
0: # Rename
_start_rename()
## Start the rename process
func _start_rename():
if is_renaming:
return
is_renaming = true
# Create line edit for renaming
rename_edit = LineEdit.new()
add_child(rename_edit)
# Position and size the line edit over the label
rename_edit.position = label.position
rename_edit.size = label.size
rename_edit.text = label.text
# Hide the original label
label.visible = false
# Focus the line edit and select all text
rename_edit.grab_focus()
rename_edit.select_all()
# Connect signals
rename_edit.text_submitted.connect(_on_rename_submitted)
rename_edit.focus_exited.connect(_on_rename_focus_lost)
## Handle rename submission (Enter key)
func _on_rename_submitted(new_name: String):
if rename_edit != null:
_finish_rename(new_name)
## Handle losing focus (clicking elsewhere)
func _on_rename_focus_lost():
if rename_edit != null:
_finish_rename(rename_edit.text)
## Finish the rename process
func _finish_rename(new_name: String):
if not is_renaming:
return
is_renaming = false
# Clean up the line edit
if rename_edit:
rename_edit.queue_free()
rename_edit = null
# Show the label again
label.visible = true
# Validate and apply the new name
new_name = new_name.strip_edges()
if new_name != "" and new_name != label.text:
_apply_rename(new_name)
## Apply the rename to the sprite
func _apply_rename(new_name: String):
# Update the display name (without file extension)
label.text = new_name
sprite.displayName = new_name # Store display name separately
# Update the global sprite list
Global.spriteList.updateData()
# Show feedback to user
Global.pushUpdate("Renamed sprite to: " + new_name)
func updateChildren():
for child in childrenTags: