@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()