Dialog Colors & Shades Depend on Active Sprite ColorMode
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 35/100
- Issue type
- Bug
- Clarity
- Mostly clear
- Activity status
- Stale
- Domain
- api
Research direction
Start by reproducing the issue in Aseprite 1.3-beta5: create a grayscale sprite, then open a dialog containing a color picker or color shades widget. Trace how script-dialog widgets obtain their color mode and verify the behavior when dialogs are opened without an active sprite or after switching sprites; done means these widgets no longer unexpectedly inherit the active sprite's color mode.
Written by the indexing model from the issue text.
Description
Hello,
I observed this in Aseprite version 1.3-beta5.
I found this out because I'm working on a custom new sprite dialog which lets the user set their own color profile. But I believe it would impact any dialog with a color widget or color shades widget that could be opened (intentionally or not) independent from an activeSprite.
To Reproduce:
- Create a new sprite.
- Set the new sprite's color mode to gray.
- Open a dialog with a color picker or color shades widget.
The color picker will display only grayscale colors. The rules for when or if the color picker is updated if I, say, close the gray scale image and open a new RGB image isn't clear.
Because script dialogs can be opened independently of sprites, and because dialogs have the capacity to create new sprites, the behaviour I would prefer is that the dialog's color picker and shades be independent of the current sprite's color mode as well.
Thanks for considering this.
Jeremy
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- Forks
- 68
- PR merge metrics
- No merged PRs in 30d
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