@tool extends Control const HT_DetailEditor = preload("./detail_editor/detail_editor.gd") # Emitted when a texture item is selected signal texture_selected(index) signal edit_texture_pressed(index) signal import_textures_pressed # Emitted when a detail item is selected (grass painting) signal detail_selected(index) signal detail_list_changed @onready var _minimap = $HSplitContainer/HSplitContainer/MinimapContainer/Minimap @onready var _brush_editor = $HSplitContainer/BrushEditor @onready var _texture_editor = $HSplitContainer/HSplitContainer/HSplitContainer/TextureEditor @onready var _detail_editor : HT_DetailEditor = \ $HSplitContainer/HSplitContainer/HSplitContainer/DetailEditor func setup_dialogs(base_control: Control): _brush_editor.setup_dialogs(base_control) func set_terrain(terrain): _minimap.set_terrain(terrain) _texture_editor.set_terrain(terrain) _detail_editor.set_terrain(terrain) func set_undo_redo(undo_manager: EditorUndoRedoManager): _detail_editor.set_undo_redo(undo_manager) func set_image_cache(image_cache): _detail_editor.set_image_cache(image_cache) func set_camera_transform(cam_transform: Transform3D): _minimap.set_camera_transform(cam_transform) func set_terrain_painter(terrain_painter): _brush_editor.set_terrain_painter(terrain_painter) func _on_TextureEditor_texture_selected(index): texture_selected.emit(index) func _on_DetailEditor_detail_selected(index): detail_selected.emit(index) func set_brush_editor_display_mode(mode): _brush_editor.set_display_mode(mode) func set_detail_layer_index(index): _detail_editor.set_layer_index(index) func _on_DetailEditor_detail_list_changed(): detail_list_changed.emit() func _on_TextureEditor_import_pressed(): import_textures_pressed.emit() func _on_TextureEditor_edit_pressed(index: int): edit_texture_pressed.emit(index)