Fixed problem where overlapping animation clips would trigger multiple drag animation block commands.
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parent
d5309819e6
commit
2fbc916c79
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@ -485,6 +485,7 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
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// Animation Blocks
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// Animation Blocks
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b32 MouseDownAndNotHandled = MouseButtonTransitionedDown(Mouse.LeftButtonState);
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b32 MouseDownAndNotHandled = MouseButtonTransitionedDown(Mouse.LeftButtonState);
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gs_list_handle DragBlockHandle = {0};
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for (u32 i = 0; i < AnimationSystem->Blocks.Used; i++)
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for (u32 i = 0; i < AnimationSystem->Blocks.Used; i++)
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{
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{
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gs_list_entry<animation_block>* AnimationBlockEntry = AnimationSystem->Blocks.GetEntryAtIndex(i);
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gs_list_entry<animation_block>* AnimationBlockEntry = AnimationSystem->Blocks.GetEntryAtIndex(i);
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@ -508,13 +509,17 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
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BlockColor = PinkV4;
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BlockColor = PinkV4;
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}
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}
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rect BlockBounds = DrawAnimationBlock(AnimationBlockAt, BlockColor, AdjustedViewRange, TimelineBounds, RenderBuffer);
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rect BlockBounds = DrawAnimationBlock(AnimationBlockAt, BlockColor, AdjustedViewRange, TimelineBounds, RenderBuffer);
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if (PointIsInRange(Mouse.Pos, BlockBounds.Min, BlockBounds.Max)
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if (PointIsInRange(Mouse.Pos, BlockBounds.Min, BlockBounds.Max))
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&& MouseButtonTransitionedDown(Mouse.LeftButtonState))
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{
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DragBlockHandle = CurrentBlockHandle;
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}
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}
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}
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if (MouseDownAndNotHandled && ListHandleIsValid(DragBlockHandle))
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{
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{
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MouseDownAndNotHandled = false;
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MouseDownAndNotHandled = false;
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SelectAndBeginDragAnimationBlock(CurrentBlockHandle, AdjustedViewRange, TimelineBounds, State);
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SelectAndBeginDragAnimationBlock(DragBlockHandle, AdjustedViewRange, TimelineBounds, State);
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}
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}
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}
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}
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// Time Slider
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// Time Slider
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2
todo.txt
2
todo.txt
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@ -78,7 +78,7 @@ Ground Up Reengineering
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x display more than one layer
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x display more than one layer
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x add/remove layers
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x add/remove layers
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- layer masks by sculpture
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- layer masks by sculpture
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- blend modes - create a copy of the led's per layer, handle blending outside of patterns
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x blend modes - create a copy of the led's per layer, handle blending outside of patterns
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- interface for animation system
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- interface for animation system
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- add/remove layers
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- add/remove layers
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- select blend modes
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- select blend modes
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