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Fix bug where the user weren't able to move a range cel X/Y positions (fix #669)
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@ -36,6 +36,7 @@
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#include "app/ui/skin/skin_theme.h"
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#include "app/ui/skin/skin_theme.h"
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#include "app/ui/skin/style.h"
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#include "app/ui/skin/style.h"
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#include "app/ui/status_bar.h"
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#include "app/ui/status_bar.h"
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#include "app/ui/workspace.h"
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#include "app/ui_context.h"
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#include "app/ui_context.h"
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#include "app/util/clipboard.h"
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#include "app/util/clipboard.h"
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#include "base/convert_to.h"
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#include "base/convert_to.h"
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@ -2332,14 +2333,19 @@ FrameTag* Timeline::Hit::getFrameTag() const
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void Timeline::onNewInputPriority(InputChainElement* element)
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void Timeline::onNewInputPriority(InputChainElement* element)
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{
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{
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// As a another input element has priority (e.g. Timeline or
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// It looks like the user wants to execute commands targetting the
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// Editor), it looks like the user wants to execute commands
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// ColorBar instead of the Timeline. Here we disable the selected
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// targetting the editor instead of the timeline. Here we disable
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// range, so commands like Clear, Copy, Cut, etc. don't target the
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// the selected range, so commands like Clear, Copy, Cut, etc. don't
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// Timeline and they are sent to the active sprite editor.
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// target the Timeline and they are sent to the active sprite
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//
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// editor.
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// If the Workspace is selected (an sprite Editor), maybe the user
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m_range.disableRange();
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// want to move the X/Y position of all cels in the Timeline range.
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invalidate();
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// That is why we don't disable the range in this case.
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Workspace* workspace = dynamic_cast<Workspace*>(element);
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if (!workspace) {
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m_range.disableRange();
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invalidate();
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}
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}
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}
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bool Timeline::onCanCut(Context* ctx)
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bool Timeline::onCanCut(Context* ctx)
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