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Made it possible to set layer names
Stored in the side data in editorInformation.layerNames
1 parent 599e7ee commit 5a7f514

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2 files changed

+49
-0
lines changed

2 files changed

+49
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lines changed

src/loaded_state.lua

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Original file line numberDiff line numberDiff line change
@@ -85,6 +85,43 @@ local function updateSideState(side, roomName, filename, eventName)
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sceneHandler.sendEvent(eventName, filename)
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end
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function state.getLayerName(layer)
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local side = state.side
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if side and side.editorInformation and side.editorInformation.layerNames then
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local name = state.side.editorInformation.layerNames[layer]
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if name then
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return utils.trim(name)
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end
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end
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end
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function state.setLayerName(layer, name)
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local side = state.side
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name = name and utils.trim(name)
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-- Clear data if empty string
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if name == "" then
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name = nil
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end
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if not side then
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return
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end
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if not side.editorInformation then
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side.editorInformation = {}
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end
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if not side.editorInformation.layerNames then
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side.editorInformation.layerNames = {}
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end
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side.editorInformation.layerNames[layer] = name
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end
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-- Calls before save functions
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function state.defaultBeforeSaveCallback(filename, state)
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return saveSanitizers.beforeSave(filename, state)

src/sub_layers.lua

Lines changed: 12 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -70,4 +70,16 @@ function subLayers.setLayerForceRender(layer, subLayer, currentValue, otherValue
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return loadedState.setLayerForceRender(layer, layerName, currentValue, otherValue)
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end
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function subLayers.getLayerName(layer, subLayer)
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local layerName = subLayers.formatLayerName(layer, subLayer)
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return loadedState.getLayerName(layerName)
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end
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function subLayers.setLayerName(layer, subLayer, name)
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local layerName = subLayers.formatLayerName(layer, subLayer)
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return loadedState.setLayerName(layerName, name)
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end
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return subLayers

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