201 lines
6.6 KiB
GDScript3
201 lines
6.6 KiB
GDScript3
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@tool
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extends Control
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const HTerrain = preload("../../hterrain.gd")
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const HTerrainData = preload("../../hterrain_data.gd")
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const HTerrainDetailLayer = preload("../../hterrain_detail_layer.gd")
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const HT_ImageFileCache = preload("../../util/image_file_cache.gd")
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const HT_EditorUtil = preload("../util/editor_util.gd")
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const HT_Logger = preload("../../util/logger.gd")
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# TODO Can't preload because it causes the plugin to fail loading if assets aren't imported
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const PLACEHOLDER_ICON_TEXTURE = "res://addons/zylann.hterrain/tools/icons/icon_grass.svg"
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const DETAIL_LAYER_ICON_TEXTURE = \
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"res://addons/zylann.hterrain/tools/icons/icon_detail_layer_node.svg"
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signal detail_selected(index)
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# Emitted when the tool added or removed a detail map
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signal detail_list_changed
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@onready var _item_list : ItemList = $ItemList
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@onready var _confirmation_dialog : ConfirmationDialog = $ConfirmationDialog
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var _terrain : HTerrain = null
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var _dialog_target := -1
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var _undo_redo_manager : EditorUndoRedoManager
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var _image_cache : HT_ImageFileCache
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var _logger = HT_Logger.get_for(self)
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func set_terrain(terrain):
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if _terrain == terrain:
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return
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_terrain = terrain
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_update_list()
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func set_undo_redo(ur: EditorUndoRedoManager):
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assert(ur != null)
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_undo_redo_manager = ur
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func set_image_cache(image_cache: HT_ImageFileCache):
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_image_cache = image_cache
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func set_layer_index(i: int):
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_item_list.select(i, true)
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func _update_list():
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_item_list.clear()
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if _terrain == null:
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return
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var layer_nodes = _terrain.get_detail_layers()
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var layer_nodes_by_index := {}
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for layer in layer_nodes:
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if not layer_nodes_by_index.has(layer.layer_index):
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layer_nodes_by_index[layer.layer_index] = []
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layer_nodes_by_index[layer.layer_index].append(layer.name)
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var data = _terrain.get_data()
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if data != null:
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# Display layers from what terrain data actually contains,
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# because layer nodes are just what makes them rendered and aren't much restricted.
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var layer_count = data.get_map_count(HTerrainData.CHANNEL_DETAIL)
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var placeholder_icon = HT_EditorUtil.load_texture(PLACEHOLDER_ICON_TEXTURE, _logger)
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for i in layer_count:
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# TODO Show a preview icon
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_item_list.add_item(str("Map ", i), placeholder_icon)
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if layer_nodes_by_index.has(i):
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# TODO How to keep names updated with node names?
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var names := ", ".join(PackedStringArray(layer_nodes_by_index[i]))
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if len(names) == 1:
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_item_list.set_item_tooltip(i, "Used by " + names)
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else:
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_item_list.set_item_tooltip(i, "Used by " + names)
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# Remove custom color
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# TODO Use fg version when available in Godot 3.1, I want to only highlight text
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_item_list.set_item_custom_bg_color(i, Color(0, 0, 0, 0))
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else:
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# TODO Use fg version when available in Godot 3.1, I want to only highlight text
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_item_list.set_item_custom_bg_color(i, Color(1.0, 0.2, 0.2, 0.3))
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_item_list.set_item_tooltip(i, "This map isn't used by any layer. " \
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+ "Add a HTerrainDetailLayer node as child of the terrain.")
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func _on_Add_pressed():
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_add_layer()
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func _on_Remove_pressed():
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var selected = _item_list.get_selected_items()
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if len(selected) == 0:
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return
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_dialog_target = _item_list.get_selected_items()[0]
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_confirmation_dialog.title = "Removing detail map {0}".format([_dialog_target])
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_confirmation_dialog.popup_centered()
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func _on_ConfirmationDialog_confirmed():
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_remove_layer(_dialog_target)
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func _add_layer():
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assert(_terrain != null)
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assert(_terrain.get_data() != null)
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assert(_undo_redo_manager != null)
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var terrain_data : HTerrainData = _terrain.get_data()
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# First, create node and map image
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var node := HTerrainDetailLayer.new()
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# TODO Workarounds for https://github.com/godotengine/godot/issues/21410
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var detail_layer_icon := HT_EditorUtil.load_texture(DETAIL_LAYER_ICON_TEXTURE, _logger)
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node.set_meta("_editor_icon", detail_layer_icon)
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node.name = "HTerrainDetailLayer"
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var map_index := terrain_data._edit_add_map(HTerrainData.CHANNEL_DETAIL)
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var map_image := terrain_data.get_image(HTerrainData.CHANNEL_DETAIL)
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var map_image_cache_id := _image_cache.save_image(map_image)
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node.layer_index = map_index
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var undo_redo := _undo_redo_manager.get_history_undo_redo(
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_undo_redo_manager.get_object_history_id(_terrain))
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# Then, create an action
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undo_redo.create_action("Add Detail Layer {0}".format([map_index]))
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undo_redo.add_do_method(terrain_data._edit_insert_map_from_image_cache.bind(
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HTerrainData.CHANNEL_DETAIL, map_index, _image_cache, map_image_cache_id))
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undo_redo.add_do_method(_terrain.add_child.bind(node))
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undo_redo.add_do_property(node, "owner", get_tree().edited_scene_root)
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undo_redo.add_do_method(self._update_list)
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undo_redo.add_do_reference(node)
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undo_redo.add_undo_method(_terrain.remove_child.bind(node))
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undo_redo.add_undo_method(
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terrain_data._edit_remove_map.bind(HTerrainData.CHANNEL_DETAIL, map_index))
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undo_redo.add_undo_method(self._update_list)
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# Yet another instance of this hack, to prevent UndoRedo from running some of the functions,
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# which we had to run already
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terrain_data._edit_set_disable_apply_undo(true)
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undo_redo.commit_action()
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terrain_data._edit_set_disable_apply_undo(false)
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#_update_list()
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detail_list_changed.emit()
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var index := node.layer_index
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_item_list.select(index)
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# select() doesn't trigger the signal
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detail_selected.emit(index)
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func _remove_layer(map_index: int):
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var terrain_data : HTerrainData = _terrain.get_data()
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# First, cache image data
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var image := terrain_data.get_image(HTerrainData.CHANNEL_DETAIL, map_index)
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var image_id := _image_cache.save_image(image)
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var nodes = _terrain.get_detail_layers()
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var using_nodes := []
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# Nodes using this map will be removed from the tree
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for node in nodes:
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if node.layer_index == map_index:
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using_nodes.append(node)
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var undo_redo := _undo_redo_manager.get_history_undo_redo(
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_undo_redo_manager.get_object_history_id(_terrain))
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undo_redo.create_action("Remove Detail Layer {0}".format([map_index]))
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undo_redo.add_do_method(
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terrain_data._edit_remove_map.bind(HTerrainData.CHANNEL_DETAIL, map_index))
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for node in using_nodes:
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undo_redo.add_do_method(_terrain.remove_child.bind(node))
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undo_redo.add_do_method(self._update_list)
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undo_redo.add_undo_method(terrain_data._edit_insert_map_from_image_cache.bind(
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HTerrainData.CHANNEL_DETAIL, map_index, _image_cache, image_id))
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for node in using_nodes:
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undo_redo.add_undo_method(_terrain.add_child.bind(node))
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undo_redo.add_undo_property(node, "owner", get_tree().edited_scene_root)
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undo_redo.add_undo_reference(node)
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undo_redo.add_undo_method(self._update_list)
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undo_redo.commit_action()
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#_update_list()
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detail_list_changed.emit()
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func _on_ItemList_item_selected(index):
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detail_selected.emit(index)
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