281 lines
8.5 KiB
GDScript3
281 lines
8.5 KiB
GDScript3
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@tool
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extends AcceptDialog
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const HT_Util = preload("../../../util/util.gd")
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const HT_Brush = preload("../brush.gd")
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const HT_Logger = preload("../../../util/logger.gd")
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const HT_EditorUtil = preload("../../util/editor_util.gd")
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const HT_SpinSlider = preload("../../util/spin_slider.gd")
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const HT_Scratchpad = preload("./preview_scratchpad.gd")
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@onready var _scratchpad : HT_Scratchpad = $VB/HB/VB3/PreviewScratchpad
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@onready var _shape_list : ItemList = $VB/HB/VB/ShapeList
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@onready var _remove_shape_button : Button = $VB/HB/VB/HBoxContainer/RemoveShape
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@onready var _change_shape_button : Button = $VB/HB/VB/ChangeShape
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@onready var _size_slider : HT_SpinSlider = $VB/HB/VB2/Settings/Size
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@onready var _opacity_slider : HT_SpinSlider = $VB/HB/VB2/Settings/Opacity
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@onready var _pressure_enabled_checkbox : CheckBox = $VB/HB/VB2/Settings/PressureEnabled
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@onready var _pressure_over_size_slider : HT_SpinSlider = $VB/HB/VB2/Settings/PressureOverSize
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@onready var _pressure_over_opacity_slider : HT_SpinSlider = $VB/HB/VB2/Settings/PressureOverOpacity
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@onready var _frequency_distance_slider : HT_SpinSlider = $VB/HB/VB2/Settings/FrequencyDistance
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@onready var _frequency_time_slider : HT_SpinSlider = $VB/HB/VB2/Settings/FrequencyTime
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@onready var _random_rotation_checkbox : CheckBox = $VB/HB/VB2/Settings/RandomRotation
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@onready var _shape_cycling_checkbox : CheckBox = $VB/HB/VB2/Settings/ShapeCycling
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var _brush : HT_Brush
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# This is a `EditorFileDialog`,
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# but cannot type it because I want to be able to test it by running the scene.
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# And when I run it, Godot does not allow to use `EditorFileDialog`.
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var _load_image_dialog
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# -1 means add, otherwise replace
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var _load_image_index := -1
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var _logger = HT_Logger.get_for(self)
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func _ready():
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if HT_Util.is_in_edited_scene(self):
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return
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_size_slider.set_max_value(HT_Brush.MAX_SIZE_FOR_SLIDERS)
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_size_slider.set_greater_max_value(HT_Brush.MAX_SIZE)
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# TESTING
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if not Engine.is_editor_hint():
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setup_dialogs(self)
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call_deferred("popup")
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func set_brush(brush : HT_Brush):
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assert(brush != null)
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_brush = brush
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_update_controls_from_brush()
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# `base_control` can no longer be hinted as a `Control` because in Godot 4 it could be a
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# window or dialog, which are no longer controls...
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func setup_dialogs(base_control: Node):
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assert(_load_image_dialog == null)
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_load_image_dialog = HT_EditorUtil.create_open_file_dialog()
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_load_image_dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
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_load_image_dialog.add_filter("*.exr ; EXR files")
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_load_image_dialog.unresizable = false
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_load_image_dialog.access = EditorFileDialog.ACCESS_FILESYSTEM
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_load_image_dialog.current_dir = HT_Brush.SHAPES_DIR
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_load_image_dialog.file_selected.connect(_on_LoadImageDialog_file_selected)
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_load_image_dialog.files_selected.connect(_on_LoadImageDialog_files_selected)
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#base_control.add_child(_load_image_dialog)
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# When a dialog opens another dialog, we get this error:
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# "Transient parent has another exclusive child."
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# Which is worked around by making the other dialog a child of the first one (I don't know why)
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add_child(_load_image_dialog)
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func _exit_tree():
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if _load_image_dialog != null:
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_load_image_dialog.queue_free()
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_load_image_dialog = null
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func _get_shapes_from_gui() -> Array[Texture2D]:
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var shapes : Array[Texture2D] = []
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for i in _shape_list.get_item_count():
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var icon : Texture2D = _shape_list.get_item_icon(i)
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assert(icon != null)
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shapes.append(icon)
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return shapes
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func _update_shapes_gui(shapes: Array[Texture2D]):
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_shape_list.clear()
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for shape in shapes:
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assert(shape != null)
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assert(shape is Texture2D)
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_shape_list.add_icon_item(shape)
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_update_shape_list_buttons()
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func _on_AddShape_pressed():
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_load_image_index = -1
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_load_image_dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILES
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_load_image_dialog.popup_centered_ratio(0.7)
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func _on_RemoveShape_pressed():
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var selected_indices := _shape_list.get_selected_items()
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if len(selected_indices) == 0:
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return
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var index : int = selected_indices[0]
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_shape_list.remove_item(index)
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var shapes := _get_shapes_from_gui()
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for brush in _get_brushes():
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brush.set_shapes(shapes)
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_update_shape_list_buttons()
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func _on_ShapeList_item_activated(index: int):
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_request_modify_shape(index)
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func _on_ChangeShape_pressed():
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var selected = _shape_list.get_selected_items()
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if len(selected) == 0:
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return
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_request_modify_shape(selected[0])
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func _request_modify_shape(index: int):
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_load_image_index = index
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_load_image_dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
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_load_image_dialog.popup_centered_ratio(0.7)
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func _on_LoadImageDialog_files_selected(fpaths: PackedStringArray):
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var shapes := _get_shapes_from_gui()
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for fpath in fpaths:
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var tex := HT_Brush.load_shape_from_image_file(fpath, _logger)
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if tex == null:
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# Failed
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continue
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shapes.append(tex)
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for brush in _get_brushes():
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brush.set_shapes(shapes)
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_update_shapes_gui(shapes)
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func _on_LoadImageDialog_file_selected(fpath: String):
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var tex := HT_Brush.load_shape_from_image_file(fpath, _logger)
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if tex == null:
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# Failed
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return
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var shapes := _get_shapes_from_gui()
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if _load_image_index == -1 or _load_image_index >= len(shapes):
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# Add
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shapes.append(tex)
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else:
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# Replace
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assert(_load_image_index >= 0)
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shapes[_load_image_index] = tex
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for brush in _get_brushes():
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brush.set_shapes(shapes)
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_update_shapes_gui(shapes)
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func _notification(what: int):
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if what == NOTIFICATION_VISIBILITY_CHANGED:
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# Testing the scratchpad because visibility can not only change before entering the tree
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# since Godot 4 port, it can also change between entering the tree and being _ready...
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if visible and _scratchpad != null:
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_update_controls_from_brush()
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func _update_controls_from_brush():
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var brush := _brush
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if brush == null:
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# To allow testing
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brush = _scratchpad.get_painter().get_brush()
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_update_shapes_gui(brush.get_shapes())
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_size_slider.set_value(brush.get_size(), false)
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_opacity_slider.set_value(brush.get_opacity() * 100.0, false)
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_pressure_enabled_checkbox.button_pressed = brush.is_pressure_enabled()
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_pressure_over_size_slider.set_value(brush.get_pressure_over_scale() * 100.0, false)
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_pressure_over_opacity_slider.set_value(brush.get_pressure_over_opacity() * 100.0, false)
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_frequency_distance_slider.set_value(brush.get_frequency_distance(), false)
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_frequency_time_slider.set_value(
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1000.0 / maxf(0.1, float(brush.get_frequency_time_ms())), false)
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_random_rotation_checkbox.button_pressed = brush.is_random_rotation_enabled()
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_shape_cycling_checkbox.button_pressed = brush.is_shape_cycling_enabled()
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func _on_ClearScratchpad_pressed():
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_scratchpad.reset_image()
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func _on_Size_value_changed(value: float):
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for brush in _get_brushes():
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brush.set_size(value)
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func _on_Opacity_value_changed(value):
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for brush in _get_brushes():
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brush.set_opacity(value / 100.0)
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func _on_PressureEnabled_toggled(button_pressed):
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for brush in _get_brushes():
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brush.set_pressure_enabled(button_pressed)
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func _on_PressureOverSize_value_changed(value):
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for brush in _get_brushes():
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brush.set_pressure_over_scale(value / 100.0)
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func _on_PressureOverOpacity_value_changed(value):
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for brush in _get_brushes():
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brush.set_pressure_over_opacity(value / 100.0)
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func _on_FrequencyDistance_value_changed(value):
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for brush in _get_brushes():
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brush.set_frequency_distance(value)
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func _on_FrequencyTime_value_changed(fps):
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fps = max(1.0, fps)
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var ms = 1000.0 / fps
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if is_equal_approx(fps, 60.0):
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ms = 0
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for brush in _get_brushes():
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brush.set_frequency_time_ms(ms)
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func _on_RandomRotation_toggled(button_pressed: bool):
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for brush in _get_brushes():
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brush.set_random_rotation_enabled(button_pressed)
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func _on_shape_cycling_toggled(button_pressed: bool):
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for brush in _get_brushes():
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brush.set_shape_cycling_enabled(button_pressed)
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func _get_brushes() -> Array[HT_Brush]:
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if _brush != null:
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# We edit both the preview brush and the terrain brush
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# TODO Could we simply share the brush?
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return [_brush, _scratchpad.get_painter().get_brush()]
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# When testing the dialog in isolation, the edited brush might be null
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return [_scratchpad.get_painter().get_brush()]
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func _on_ShapeList_item_selected(index):
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_update_shape_list_buttons()
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for brush in _get_brushes():
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brush.set_shape_index(index)
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func _update_shape_list_buttons():
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var selected_count := len(_shape_list.get_selected_items())
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# There must be at least one shape
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_remove_shape_button.disabled = _shape_list.get_item_count() == 1 or selected_count == 0
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_change_shape_button.disabled = selected_count == 0
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func _on_shape_list_empty_clicked(at_position, mouse_button_index):
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_update_shape_list_buttons()
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