Fix "frame deleting" issue
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e13c92f661
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1bfacd6b11
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@ -1297,6 +1297,7 @@ let actions = {
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const selectedFrames = structuredClone(context.selectedFrames);
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for (let frame of selectedFrames) {
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frame.replacementUuid = uuidv4();
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frame.layer = context.activeObject.layers.length - frame.layer - 1;
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}
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// const fillFrames = []
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// for (let i=0; i<context.activeObject.layers.length;i++) {
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@ -1332,7 +1333,8 @@ let actions = {
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}
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}
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for (let frameObj of frameBuffer) {
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const layer_idx = frameObj.layer + action.offset.layers;
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// TODO: figure out object tracking when moving frames between layers
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const layer_idx = frameObj.layer// + action.offset.layers;
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let layer = object.layers[layer_idx];
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let frame = frameObj.frame;
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layer.addFrame(frameObj.frameNum + action.offset.frames, frame, []); //fillFrames[layer_idx])
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@ -6550,7 +6552,7 @@ function timeline() {
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updateLayers();
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});
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timeline_cvs.addEventListener("pointerup", (e) => {
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let mouse = getMousePos(timeline_cvs, e);
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let mouse = getMousePos(timeline_cvs, e, true, true);
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mouse.y += timeline_cvs.offsetY;
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if (mouse.x > layerWidth || timeline_cvs.draggingFrames) {
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mouse.x += timeline_cvs.offsetX - layerWidth;
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@ -6570,7 +6572,7 @@ function timeline() {
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}
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});
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timeline_cvs.addEventListener("pointermove", (e) => {
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let mouse = getMousePos(timeline_cvs, e);
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let mouse = getMousePos(timeline_cvs, e, true, true);
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mouse.y += timeline_cvs.offsetY;
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if (mouse.x > layerWidth || timeline_cvs.draggingFrames) {
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mouse.x += timeline_cvs.offsetX - layerWidth;
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