Round 8: preset UX improvements, lock file, auto-save
- Preset combobox now reflects current preset correctly - Selecting different preset in Config auto-loads it on OK - Preset buttons changed to: New, Clone, Rename, Delete (removed Save/Load) - New creates preset with default values - Clone copies current preset state to new name - Rename changes preset name and updates file associations - Delete removes preset (Default protected) and switches to Default - Window titles show preset: "AniPhallow (PresetName)" - Lock file prevents duplicate plugin instances - Auto-save (saveAll) called on every state-modifying action - addPresetName/removePresetName helpers for sorted preset list
This commit is contained in:
parent
9e3a2702dc
commit
67edfb0b1d
304
aniphallow.lua
304
aniphallow.lua
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@ -34,6 +34,7 @@ local GB_COLS = 16 -- tiles per row in optimized image (128px = GB standard)
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local PRESETS_DIR = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_presets")
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local MASTER_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_master.ini")
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local OLD_PREFS_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_prefs.ini")
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local LOCK_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow.lock")
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----------------------------------------------------------------------
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-- State
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@ -226,6 +227,23 @@ local function resetToDefaults()
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S.selectedFrame = 0
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end
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----------------------------------------------------------------------
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-- Preset name helpers
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----------------------------------------------------------------------
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local function addPresetName(name)
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for _, n in ipairs(knownPresetNames) do
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if n == name then return end
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end
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table.insert(knownPresetNames, name)
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table.sort(knownPresetNames, function(a, b) return a:lower() < b:lower() end)
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end
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local function removePresetName(name)
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for i, n in ipairs(knownPresetNames) do
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if n == name then table.remove(knownPresetNames, i); return end
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end
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end
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----------------------------------------------------------------------
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-- Preset system: save/load preset files and master file
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----------------------------------------------------------------------
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@ -1225,6 +1243,13 @@ local function buildOptimizedImage(img, tiles, compress, silhouette, silhouetteC
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end
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end
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----------------------------------------------------------------------
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-- Lock file helpers
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----------------------------------------------------------------------
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local function removeLockFile()
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os.remove(LOCK_FILE)
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end
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----------------------------------------------------------------------
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-- Preview Window (primary window)
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----------------------------------------------------------------------
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@ -1275,7 +1300,7 @@ openPreviewWindow = function()
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pvHeight = math.max(pvHeight, 40)
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previewDlg = Dialog{
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title = "AniPhallow Preview",
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title = "AniPhallow (" .. S.currentPreset .. ")",
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onclose = function()
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if previewTimer then pcall(function() previewTimer:stop() end) end
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if pvRefreshTimer then pcall(function() pvRefreshTimer:stop() end) end
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@ -1284,6 +1309,8 @@ openPreviewWindow = function()
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previewDlg = nil
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S.previewWindowOpen = false
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saveAll()
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-- If main dialog is also closed, remove lock
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if not mainDlg then removeLockFile() end
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end
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}
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@ -1474,6 +1501,9 @@ openPreviewWindow = function()
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pcall(function() mainDlg:close() end)
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openMainDialog()
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end
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-- Reopen preview to update title
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pcall(function() previewDlg:close() end)
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openPreviewWindow()
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end
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end
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end
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@ -1521,6 +1551,7 @@ openMainDialog = function()
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if gridY < 0 or gridY + S.tileH > S.sourceImage.height then return end
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if not S.anims[name] then S.anims[name] = {} end
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table.insert(S.anims[name], { x = gridX, y = gridY, flipped = flipped, offX = 0, offY = 0 })
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saveAll()
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dlg:repaint()
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end
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@ -1560,7 +1591,7 @@ openMainDialog = function()
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local viewH = math.min(contentH, SOURCE_VIEWPORT_H)
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dlg = Dialog{
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title = "AniPhallow - Animation Builder",
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title = "AniPhallow (" .. S.currentPreset .. ")",
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onclose = function()
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if mainAnimTimer then pcall(function() mainAnimTimer:stop() end) end
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if mainRefreshTimer then pcall(function() mainRefreshTimer:stop() end) end
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@ -1568,6 +1599,8 @@ openMainDialog = function()
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mainRefreshTimer = nil
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mainDlg = nil
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saveAll()
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-- If preview is also closed, remove lock
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if not previewDlg then removeLockFile() end
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end
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}
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mainDlg = dlg
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@ -1599,151 +1632,168 @@ openMainDialog = function()
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-- Presets section
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--------------------------------------------------------
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d:separator{ text = "Presets" }
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local presetNames = getAllPresetNames()
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d:combobox{ id = "presetList", label = "Preset:", option = S.currentPreset, options = presetNames }
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d:button{ id = "btnPresetSave", text = "Save", onclick = function()
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local saveDlg = Dialog{ title = "Save Preset" }
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saveDlg:entry{ id = "name", label = "Name:", text = S.currentPreset }
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saveDlg:button{ id = "ok", text = "Save" }
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saveDlg:button{ text = "Cancel" }
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saveDlg:show()
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if saveDlg.data.ok then
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local pname = saveDlg.data.name
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if pname and pname ~= "" then
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-- Check if name exists and differs from current
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if pname ~= S.currentPreset then
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-- Check if preset already exists
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d:combobox{ id = "presetSelect", option = S.currentPreset, options = getAllPresetNames() }
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d:button{ id = "presetNew", text = "New", onclick = function()
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local nd = Dialog{ title = "New Preset" }
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nd:entry{ id = "name", label = "Name:", text = "" }
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nd:button{ id = "ok", text = "OK" }
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nd:button{ text = "Cancel" }
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nd:show()
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if nd.data.ok and nd.data.name and nd.data.name ~= "" then
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local newName = nd.data.name
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-- Check if exists
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local exists = false
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for _, n in ipairs(knownPresetNames) do
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if n == pname then exists = true; break end
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for _, n in ipairs(getAllPresetNames()) do
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if n == newName then exists = true; break end
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end
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if exists then
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local confirm = app.alert{
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title = "Overwrite Preset",
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text = "Preset '" .. pname .. "' already exists. Overwrite?",
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buttons = { "Overwrite", "Cancel" }
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}
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if confirm ~= 1 then return end
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local r = app.alert{ title = "Overwrite?", text = "Preset '" .. newName .. "' already exists. Overwrite?", buttons = {"Overwrite", "Cancel"} }
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if r ~= 1 then return end
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end
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end
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S.currentPreset = pname
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-- Add to known names if new
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local found = false
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for _, n in ipairs(knownPresetNames) do
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if n == pname then found = true; break end
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end
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if not found then
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table.insert(knownPresetNames, pname)
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end
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-- Associate with current file
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if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
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filePresetMap[app.sprite.filename] = pname
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end
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saveAll()
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-- Update combobox
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pcall(function()
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d:modify{ id = "presetList", options = getAllPresetNames(), option = S.currentPreset }
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end)
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end
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end
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end }
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d:button{ id = "btnPresetLoad", text = "Load", onclick = function()
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local selectedPreset = d.data.presetList
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if selectedPreset and selectedPreset ~= "" then
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-- Save current preset first
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savePreset(S.currentPreset)
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-- Load the new preset
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loadPreset(selectedPreset)
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S.currentPreset = selectedPreset
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-- Associate with current file
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if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
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filePresetMap[app.sprite.filename] = selectedPreset
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end
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-- Reset to defaults and save as new preset
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resetToDefaults()
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S.currentPreset = newName
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addPresetName(newName)
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savePreset(newName)
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local currentFile = app.sprite and app.sprite.filename or ""
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if currentFile ~= "" then filePresetMap[currentFile] = newName end
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saveMaster()
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-- Close config dialog and reopen main dialog
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-- Close config and reopen main
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d:close()
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if mainDlg then
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pcall(function() mainDlg:close() end)
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end
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if mainDlg then pcall(function() mainDlg:close() end) end
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openMainDialog()
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-- Reopen preview to update title
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if previewDlg then
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pcall(function() previewDlg:close() end)
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openPreviewWindow()
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end
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end
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end }
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d:button{ id = "btnPresetClone", text = "Clone", onclick = function()
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local cloneDlg = Dialog{ title = "Clone Preset" }
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cloneDlg:entry{ id = "name", label = "New name:", text = S.currentPreset .. "_copy" }
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cloneDlg:button{ id = "ok", text = "Clone" }
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cloneDlg:button{ text = "Cancel" }
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cloneDlg:show()
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if cloneDlg.data.ok then
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local newName = cloneDlg.data.name
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if newName and newName ~= "" then
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d:button{ id = "presetClone", text = "Clone", onclick = function()
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local cd = Dialog{ title = "Clone Preset" }
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cd:entry{ id = "name", label = "New name:", text = S.currentPreset .. "_copy" }
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cd:button{ id = "ok", text = "Clone" }
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cd:button{ text = "Cancel" }
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cd:show()
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if cd.data.ok and cd.data.name and cd.data.name ~= "" then
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local newName = cd.data.name
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-- Check if name already exists
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local exists = false
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for _, n in ipairs(knownPresetNames) do
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for _, n in ipairs(getAllPresetNames()) do
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if n == newName then exists = true; break end
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end
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if exists then
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app.alert("Preset '" .. newName .. "' already exists.")
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return
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end
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-- Save current state as the new preset
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-- Save current state as the new preset (clone)
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savePreset(newName)
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table.insert(knownPresetNames, newName)
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addPresetName(newName)
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S.currentPreset = newName
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-- Associate with current file
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if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
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filePresetMap[app.sprite.filename] = newName
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end
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local currentFile = app.sprite and app.sprite.filename or ""
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if currentFile ~= "" then filePresetMap[currentFile] = newName end
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saveMaster()
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-- Update combobox
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pcall(function()
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d:modify{ id = "presetList", options = getAllPresetNames(), option = S.currentPreset }
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end)
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-- Close config and reopen main
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d:close()
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if mainDlg then pcall(function() mainDlg:close() end) end
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openMainDialog()
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-- Reopen preview to update title
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if previewDlg then
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pcall(function() previewDlg:close() end)
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openPreviewWindow()
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end
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end
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end }
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d:button{ id = "btnPresetDelete", text = "Delete", onclick = function()
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local selectedPreset = d.data.presetList
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if not selectedPreset or selectedPreset == "" then return end
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if selectedPreset == "Default" then
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d:button{ id = "presetRename", text = "Rename", onclick = function()
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if S.currentPreset == "Default" then
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app.alert("Cannot rename the Default preset.")
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return
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end
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local rd = Dialog{ title = "Rename Preset" }
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rd:entry{ id = "name", label = "New name:", text = S.currentPreset }
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rd:button{ id = "ok", text = "OK" }
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rd:button{ text = "Cancel" }
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rd:show()
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if rd.data.ok and rd.data.name and rd.data.name ~= "" then
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local newName = rd.data.name
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if newName == S.currentPreset then return end
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-- Check if name already exists
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local exists = false
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for _, n in ipairs(getAllPresetNames()) do
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if n == newName then exists = true; break end
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end
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if exists then
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app.alert("Preset '" .. newName .. "' already exists.")
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return
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end
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local oldName = S.currentPreset
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-- Rename the preset file
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local oldPath = app.fs.joinPath(PRESETS_DIR, oldName .. ".ini")
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local newPath = app.fs.joinPath(PRESETS_DIR, newName .. ".ini")
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os.rename(oldPath, newPath)
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-- Update known names
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removePresetName(oldName)
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addPresetName(newName)
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-- Update file associations
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for filepath, preset in pairs(filePresetMap) do
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if preset == oldName then
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filePresetMap[filepath] = newName
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end
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end
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S.currentPreset = newName
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saveMaster()
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-- Close config and reopen main
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d:close()
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if mainDlg then pcall(function() mainDlg:close() end) end
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openMainDialog()
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-- Reopen preview to update title
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if previewDlg then
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pcall(function() previewDlg:close() end)
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openPreviewWindow()
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end
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end
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end }
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d:button{ id = "presetDelete", text = "Delete", onclick = function()
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if S.currentPreset == "Default" then
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app.alert("Cannot delete the Default preset.")
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return
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end
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local confirm = app.alert{
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title = "Delete Preset",
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text = "Delete preset '" .. selectedPreset .. "'?",
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text = "Delete preset '" .. S.currentPreset .. "'?",
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buttons = { "Delete", "Cancel" }
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}
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if confirm ~= 1 then return end
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local deleteName = S.currentPreset
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-- Delete the preset file
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local path = app.fs.joinPath(PRESETS_DIR, selectedPreset .. ".ini")
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local path = app.fs.joinPath(PRESETS_DIR, deleteName .. ".ini")
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os.remove(path)
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-- Remove from known names
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for i, n in ipairs(knownPresetNames) do
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if n == selectedPreset then
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table.remove(knownPresetNames, i)
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break
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end
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end
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removePresetName(deleteName)
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-- Remove file associations pointing to this preset
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for filepath, preset in pairs(filePresetMap) do
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if preset == selectedPreset then
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if preset == deleteName then
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filePresetMap[filepath] = nil
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end
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end
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-- If current preset was deleted, switch to Default
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if S.currentPreset == selectedPreset then
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-- Switch to Default
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loadPreset("Default")
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S.currentPreset = "Default"
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if app.sprite and app.sprite.filename and app.sprite.filename ~= "" then
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filePresetMap[app.sprite.filename] = nil
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end
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end
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saveMaster()
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-- Update combobox
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pcall(function()
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d:modify{ id = "presetList", options = getAllPresetNames(), option = S.currentPreset }
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end)
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-- Close config and reopen main
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d:close()
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if mainDlg then pcall(function() mainDlg:close() end) end
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openMainDialog()
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-- Reopen preview to update title
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if previewDlg then
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pcall(function() previewDlg:close() end)
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openPreviewWindow()
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end
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end }
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--------------------------------------------------------
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@ -1806,6 +1856,28 @@ openMainDialog = function()
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local plv = d.data.previewLayoutValue
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if plv < 1 then plv = 1 elseif plv > 20 then plv = 20 end
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S.previewLayoutValue = plv
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-- Check if preset changed via combobox
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local selectedPreset = d.data.presetSelect
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local presetChanged = false
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if selectedPreset and selectedPreset ~= S.currentPreset then
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savePreset(S.currentPreset) -- Save current first
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loadPreset(selectedPreset) -- Load new
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S.currentPreset = selectedPreset
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local currentFile = app.sprite and app.sprite.filename or ""
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if currentFile ~= "" then filePresetMap[currentFile] = selectedPreset end
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presetChanged = true
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end
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saveAll()
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if presetChanged then
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dlg:close()
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openMainDialog()
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-- Reopen preview to update title
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if previewDlg then
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pcall(function() previewDlg:close() end)
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openPreviewWindow()
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end
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return
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end
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dlg:repaint()
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end
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end
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@ -2198,6 +2270,7 @@ openMainDialog = function()
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S.selectedFrame = #frames
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end
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if #frames == 0 then S.selectedFrame = 0 end
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saveAll()
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dlg:repaint()
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end
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end
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@ -2225,6 +2298,7 @@ openMainDialog = function()
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local frame = table.remove(frames, from)
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table.insert(frames, to, frame)
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S.selectedFrame = to
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saveAll()
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end
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end
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S.frameDragging = false
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@ -2251,6 +2325,7 @@ openMainDialog = function()
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local frames = S.anims[name]
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if not frames or S.selectedFrame > #frames then return end
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frames[S.selectedFrame].flipped = not frames[S.selectedFrame].flipped
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saveAll()
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dlg:repaint()
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end
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}
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@ -2264,6 +2339,7 @@ openMainDialog = function()
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local frames = S.anims[name]
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if not frames or S.selectedFrame > #frames then return end
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frames[S.selectedFrame].flippedV = not frames[S.selectedFrame].flippedV
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saveAll()
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dlg:repaint()
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end
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}
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@ -2279,6 +2355,7 @@ openMainDialog = function()
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local idx = S.selectedFrame
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frames[idx], frames[idx - 1] = frames[idx - 1], frames[idx]
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S.selectedFrame = idx - 1
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saveAll()
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dlg:repaint()
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end
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}
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@ -2294,6 +2371,7 @@ openMainDialog = function()
|
|||
local idx = S.selectedFrame
|
||||
frames[idx], frames[idx + 1] = frames[idx + 1], frames[idx]
|
||||
S.selectedFrame = idx + 1
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2336,6 +2414,7 @@ openMainDialog = function()
|
|||
S.selectedFrame = #frames
|
||||
end
|
||||
if #frames == 0 then S.selectedFrame = 0 end
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2353,6 +2432,7 @@ openMainDialog = function()
|
|||
local frames = S.anims[name]
|
||||
if not frames or S.selectedFrame > #frames then return end
|
||||
frames[S.selectedFrame].offY = (frames[S.selectedFrame].offY or 0) - 1
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2365,6 +2445,7 @@ openMainDialog = function()
|
|||
local frames = S.anims[name]
|
||||
if not frames or S.selectedFrame > #frames then return end
|
||||
frames[S.selectedFrame].offY = (frames[S.selectedFrame].offY or 0) + 1
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2377,6 +2458,7 @@ openMainDialog = function()
|
|||
local frames = S.anims[name]
|
||||
if not frames or S.selectedFrame > #frames then return end
|
||||
frames[S.selectedFrame].offX = (frames[S.selectedFrame].offX or 0) - 1
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2389,6 +2471,7 @@ openMainDialog = function()
|
|||
local frames = S.anims[name]
|
||||
if not frames or S.selectedFrame > #frames then return end
|
||||
frames[S.selectedFrame].offX = (frames[S.selectedFrame].offX or 0) + 1
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2402,6 +2485,7 @@ openMainDialog = function()
|
|||
if not frames or S.selectedFrame > #frames then return end
|
||||
frames[S.selectedFrame].offX = 0
|
||||
frames[S.selectedFrame].offY = 0
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -2482,6 +2566,7 @@ openMainDialog = function()
|
|||
width = math.min(S.gbOptImage.width * z, SOURCE_VIEWPORT_W),
|
||||
height = math.min(S.gbOptImage.height * z, GB_OPT_H) }
|
||||
end
|
||||
saveAll()
|
||||
dlg:repaint()
|
||||
end
|
||||
}
|
||||
|
|
@ -3117,6 +3202,7 @@ openMainDialog = function()
|
|||
if not path or path == "" then return end
|
||||
|
||||
S.gbLastSavePath = path
|
||||
saveAll()
|
||||
|
||||
local optW = S.gbOptImage.width
|
||||
local optH = S.gbOptImage.height
|
||||
|
|
@ -3171,6 +3257,11 @@ openMainDialog = function()
|
|||
S.currentPreset = presetForFile
|
||||
pcall(function() dlg:close() end)
|
||||
openMainDialog()
|
||||
-- Reopen preview to update title
|
||||
if previewDlg then
|
||||
pcall(function() previewDlg:close() end)
|
||||
openPreviewWindow()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -3190,12 +3281,17 @@ local function run()
|
|||
app.alert("No sprite is open.")
|
||||
return
|
||||
end
|
||||
-- Toggle: if already running, close everything
|
||||
if previewDlg then
|
||||
pcall(function() previewDlg:close() end)
|
||||
if mainDlg then pcall(function() mainDlg:close() end) end
|
||||
-- Check if already running via lock file
|
||||
local lockF = io.open(LOCK_FILE, "r")
|
||||
if lockF then
|
||||
lockF:close()
|
||||
app.alert("AniPhallow is already running.")
|
||||
return
|
||||
end
|
||||
-- Create lock file
|
||||
local lf = io.open(LOCK_FILE, "w")
|
||||
if lf then lf:write("running"); lf:close() end
|
||||
|
||||
S.currentTab = "Animations"
|
||||
refreshSource()
|
||||
-- Always open preview window on launch
|
||||
|
|
|
|||
Loading…
Reference in New Issue