ile-de-test/addons/zylann.hterrain/tools/brush/settings_dialog/brush_settings_dialog.gd

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2023-10-05 18:02:23 +00:00
@tool
extends AcceptDialog
const HT_Util = preload("../../../util/util.gd")
const HT_Brush = preload("../brush.gd")
const HT_Logger = preload("../../../util/logger.gd")
const HT_EditorUtil = preload("../../util/editor_util.gd")
const HT_SpinSlider = preload("../../util/spin_slider.gd")
const HT_Scratchpad = preload("./preview_scratchpad.gd")
@onready var _scratchpad : HT_Scratchpad = $VB/HB/VB3/PreviewScratchpad
@onready var _shape_list : ItemList = $VB/HB/VB/ShapeList
@onready var _remove_shape_button : Button = $VB/HB/VB/HBoxContainer/RemoveShape
@onready var _change_shape_button : Button = $VB/HB/VB/ChangeShape
@onready var _size_slider : HT_SpinSlider = $VB/HB/VB2/Settings/Size
@onready var _opacity_slider : HT_SpinSlider = $VB/HB/VB2/Settings/Opacity
@onready var _pressure_enabled_checkbox : CheckBox = $VB/HB/VB2/Settings/PressureEnabled
@onready var _pressure_over_size_slider : HT_SpinSlider = $VB/HB/VB2/Settings/PressureOverSize
@onready var _pressure_over_opacity_slider : HT_SpinSlider = $VB/HB/VB2/Settings/PressureOverOpacity
@onready var _frequency_distance_slider : HT_SpinSlider = $VB/HB/VB2/Settings/FrequencyDistance
@onready var _frequency_time_slider : HT_SpinSlider = $VB/HB/VB2/Settings/FrequencyTime
@onready var _random_rotation_checkbox : CheckBox = $VB/HB/VB2/Settings/RandomRotation
@onready var _shape_cycling_checkbox : CheckBox = $VB/HB/VB2/Settings/ShapeCycling
var _brush : HT_Brush
# This is a `EditorFileDialog`,
# but cannot type it because I want to be able to test it by running the scene.
# And when I run it, Godot does not allow to use `EditorFileDialog`.
var _load_image_dialog
# -1 means add, otherwise replace
var _load_image_index := -1
var _logger = HT_Logger.get_for(self)
func _ready():
if HT_Util.is_in_edited_scene(self):
return
_size_slider.set_max_value(HT_Brush.MAX_SIZE_FOR_SLIDERS)
_size_slider.set_greater_max_value(HT_Brush.MAX_SIZE)
# TESTING
if not Engine.is_editor_hint():
setup_dialogs(self)
call_deferred("popup")
func set_brush(brush : HT_Brush):
assert(brush != null)
_brush = brush
_update_controls_from_brush()
# `base_control` can no longer be hinted as a `Control` because in Godot 4 it could be a
# window or dialog, which are no longer controls...
func setup_dialogs(base_control: Node):
assert(_load_image_dialog == null)
_load_image_dialog = HT_EditorUtil.create_open_file_dialog()
_load_image_dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
_load_image_dialog.add_filter("*.exr ; EXR files")
_load_image_dialog.unresizable = false
_load_image_dialog.access = EditorFileDialog.ACCESS_FILESYSTEM
_load_image_dialog.current_dir = HT_Brush.SHAPES_DIR
_load_image_dialog.file_selected.connect(_on_LoadImageDialog_file_selected)
_load_image_dialog.files_selected.connect(_on_LoadImageDialog_files_selected)
#base_control.add_child(_load_image_dialog)
# When a dialog opens another dialog, we get this error:
# "Transient parent has another exclusive child."
# Which is worked around by making the other dialog a child of the first one (I don't know why)
add_child(_load_image_dialog)
func _exit_tree():
if _load_image_dialog != null:
_load_image_dialog.queue_free()
_load_image_dialog = null
func _get_shapes_from_gui() -> Array[Texture2D]:
var shapes : Array[Texture2D] = []
for i in _shape_list.get_item_count():
var icon : Texture2D = _shape_list.get_item_icon(i)
assert(icon != null)
shapes.append(icon)
return shapes
func _update_shapes_gui(shapes: Array[Texture2D]):
_shape_list.clear()
for shape in shapes:
assert(shape != null)
assert(shape is Texture2D)
_shape_list.add_icon_item(shape)
_update_shape_list_buttons()
func _on_AddShape_pressed():
_load_image_index = -1
_load_image_dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILES
_load_image_dialog.popup_centered_ratio(0.7)
func _on_RemoveShape_pressed():
var selected_indices := _shape_list.get_selected_items()
if len(selected_indices) == 0:
return
var index : int = selected_indices[0]
_shape_list.remove_item(index)
var shapes := _get_shapes_from_gui()
for brush in _get_brushes():
brush.set_shapes(shapes)
_update_shape_list_buttons()
func _on_ShapeList_item_activated(index: int):
_request_modify_shape(index)
func _on_ChangeShape_pressed():
var selected = _shape_list.get_selected_items()
if len(selected) == 0:
return
_request_modify_shape(selected[0])
func _request_modify_shape(index: int):
_load_image_index = index
_load_image_dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
_load_image_dialog.popup_centered_ratio(0.7)
func _on_LoadImageDialog_files_selected(fpaths: PackedStringArray):
var shapes := _get_shapes_from_gui()
for fpath in fpaths:
var tex := HT_Brush.load_shape_from_image_file(fpath, _logger)
if tex == null:
# Failed
continue
shapes.append(tex)
for brush in _get_brushes():
brush.set_shapes(shapes)
_update_shapes_gui(shapes)
func _on_LoadImageDialog_file_selected(fpath: String):
var tex := HT_Brush.load_shape_from_image_file(fpath, _logger)
if tex == null:
# Failed
return
var shapes := _get_shapes_from_gui()
if _load_image_index == -1 or _load_image_index >= len(shapes):
# Add
shapes.append(tex)
else:
# Replace
assert(_load_image_index >= 0)
shapes[_load_image_index] = tex
for brush in _get_brushes():
brush.set_shapes(shapes)
_update_shapes_gui(shapes)
func _notification(what: int):
if what == NOTIFICATION_VISIBILITY_CHANGED:
# Testing the scratchpad because visibility can not only change before entering the tree
# since Godot 4 port, it can also change between entering the tree and being _ready...
if visible and _scratchpad != null:
_update_controls_from_brush()
func _update_controls_from_brush():
var brush := _brush
if brush == null:
# To allow testing
brush = _scratchpad.get_painter().get_brush()
_update_shapes_gui(brush.get_shapes())
_size_slider.set_value(brush.get_size(), false)
_opacity_slider.set_value(brush.get_opacity() * 100.0, false)
_pressure_enabled_checkbox.button_pressed = brush.is_pressure_enabled()
_pressure_over_size_slider.set_value(brush.get_pressure_over_scale() * 100.0, false)
_pressure_over_opacity_slider.set_value(brush.get_pressure_over_opacity() * 100.0, false)
_frequency_distance_slider.set_value(brush.get_frequency_distance(), false)
_frequency_time_slider.set_value(
1000.0 / maxf(0.1, float(brush.get_frequency_time_ms())), false)
_random_rotation_checkbox.button_pressed = brush.is_random_rotation_enabled()
_shape_cycling_checkbox.button_pressed = brush.is_shape_cycling_enabled()
func _on_ClearScratchpad_pressed():
_scratchpad.reset_image()
func _on_Size_value_changed(value: float):
for brush in _get_brushes():
brush.set_size(value)
func _on_Opacity_value_changed(value):
for brush in _get_brushes():
brush.set_opacity(value / 100.0)
func _on_PressureEnabled_toggled(button_pressed):
for brush in _get_brushes():
brush.set_pressure_enabled(button_pressed)
func _on_PressureOverSize_value_changed(value):
for brush in _get_brushes():
brush.set_pressure_over_scale(value / 100.0)
func _on_PressureOverOpacity_value_changed(value):
for brush in _get_brushes():
brush.set_pressure_over_opacity(value / 100.0)
func _on_FrequencyDistance_value_changed(value):
for brush in _get_brushes():
brush.set_frequency_distance(value)
func _on_FrequencyTime_value_changed(fps):
fps = max(1.0, fps)
var ms = 1000.0 / fps
if is_equal_approx(fps, 60.0):
ms = 0
for brush in _get_brushes():
brush.set_frequency_time_ms(ms)
func _on_RandomRotation_toggled(button_pressed: bool):
for brush in _get_brushes():
brush.set_random_rotation_enabled(button_pressed)
func _on_shape_cycling_toggled(button_pressed: bool):
for brush in _get_brushes():
brush.set_shape_cycling_enabled(button_pressed)
func _get_brushes() -> Array[HT_Brush]:
if _brush != null:
# We edit both the preview brush and the terrain brush
# TODO Could we simply share the brush?
return [_brush, _scratchpad.get_painter().get_brush()]
# When testing the dialog in isolation, the edited brush might be null
return [_scratchpad.get_painter().get_brush()]
func _on_ShapeList_item_selected(index):
_update_shape_list_buttons()
for brush in _get_brushes():
brush.set_shape_index(index)
func _update_shape_list_buttons():
var selected_count := len(_shape_list.get_selected_items())
# There must be at least one shape
_remove_shape_button.disabled = _shape_list.get_item_count() == 1 or selected_count == 0
_change_shape_button.disabled = selected_count == 0
func _on_shape_list_empty_clicked(at_position, mouse_button_index):
_update_shape_list_buttons()