Opacity for drawn primitives
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- Dominant language
- C++
- Stars
- 12.9k
- Forks
- 2k
- Avg merge
- 4h 27m
- Merged PRs (30d)
- 8
Description
When drawing primitives on the Object Layers, they are drawn with only partial opacity in the Tiled window. I know there is an opacity property, but I would like to be able to see the primitives drawn with full opacity, or at least match the opacity I have set.
For example, if I have 2 layers, and I draw a bunch of primitives on each of them. I can see all of the primitives on the screen through one another because they are drawn in the editor window with only partial opacity. This is useful sometimes, but there are times that I want to see them as they would be rendered downstream by my game (which would use the opacity property from the property pane, which is defaulted to 1).
It would be great if there were a keybind to switch back and forth between the current behavior (arbitrary partial opacity) and the opacity set at the layer level.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start at Object Layers in the Tiled window and trace how drawn primitives are displayed relative to the opacity value in the property pane. Compare the current partial-opacity view with the requested layer-opacity view, and define completion as a way to switch between those behaviors, including the proposed keybind.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- desktop
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100