# Slider with two handles representing an interval. @tool extends Control const VALUE_LOW = 0 const VALUE_HIGH = 1 const VALUE_COUNT = 2 const FG_MARGIN = 1 signal changed var _min_value := 0.0 var _max_value := 1.0 var _values = [0.2, 0.6] var _grabbing := false func _get_property_list(): return [ { "name": "min_value", "type": TYPE_FLOAT, "usage": PROPERTY_USAGE_EDITOR }, { "name": "max_value", "type": TYPE_FLOAT, "usage": PROPERTY_USAGE_EDITOR }, { "name": "range", "type": TYPE_VECTOR2, "usage": PROPERTY_USAGE_STORAGE } ] func _get(key: StringName): match key: &"min_value": return _min_value &"max_value": return _max_value &"range": return Vector2(_min_value, _max_value) func _set(key: StringName, value): match key: &"min_value": _min_value = min(value, _max_value) queue_redraw() &"max_value": _max_value = max(value, _min_value) queue_redraw() &"range": _min_value = value.x _max_value = value.y func set_values(low: float, high: float): if low > high: low = high if high < low: high = low _values[VALUE_LOW] = low _values[VALUE_HIGH] = high queue_redraw() func set_value(i: int, v: float, notify_change: bool): var min_value = _min_value var max_value = _max_value match i: VALUE_LOW: max_value = _values[VALUE_HIGH] VALUE_HIGH: min_value = _values[VALUE_LOW] _: assert(false) v = clampf(v, min_value, max_value) if v != _values[i]: _values[i] = v queue_redraw() if notify_change: changed.emit() func get_value(i: int) -> float: return _values[i] func get_low_value() -> float: return _values[VALUE_LOW] func get_high_value() -> float: return _values[VALUE_HIGH] func get_ratio(i: int) -> float: return _value_to_ratio(_values[i]) func get_low_ratio() -> float: return get_ratio(VALUE_LOW) func get_high_ratio() -> float: return get_ratio(VALUE_HIGH) func _ratio_to_value(r: float) -> float: return r * (_max_value - _min_value) + _min_value func _value_to_ratio(v: float) -> float: if absf(_max_value - _min_value) < 0.001: return 0.0 return (v - _min_value) / (_max_value - _min_value) func _get_closest_index(ratio: float) -> int: var distance_low := absf(ratio - get_low_ratio()) var distance_high := absf(ratio - get_high_ratio()) if distance_low < distance_high: return VALUE_LOW return VALUE_HIGH func _set_from_pixel(px: float): var r := (px - FG_MARGIN) / (size.x - FG_MARGIN * 2.0) var i := _get_closest_index(r) var v := _ratio_to_value(r) set_value(i, v, true) func _gui_input(event: InputEvent): if event is InputEventMouseButton: if event.pressed: if event.button_index == MOUSE_BUTTON_LEFT: _grabbing = true _set_from_pixel(event.position.x) else: if event.button_index == MOUSE_BUTTON_LEFT: _grabbing = false elif event is InputEventMouseMotion: if _grabbing: _set_from_pixel(event.position.x) func _draw(): var grabber_width := 3 var background_v_margin := 0 var foreground_margin := FG_MARGIN var grabber_color := Color(0.8, 0.8, 0.8) var interval_color := Color(0.4,0.4,0.4) var background_color := Color(0.1, 0.1, 0.1) var control_rect := Rect2(Vector2(), size) var bg_rect := Rect2( control_rect.position.x, control_rect.position.y + background_v_margin, control_rect.size.x, control_rect.size.y - 2 * background_v_margin) draw_rect(bg_rect, background_color) var fg_rect := control_rect.grow(-foreground_margin) var low_ratio := get_low_ratio() var high_ratio := get_high_ratio() var low_x := fg_rect.position.x + low_ratio * fg_rect.size.x var high_x := fg_rect.position.x + high_ratio * fg_rect.size.x var interval_rect := Rect2( low_x, fg_rect.position.y, high_x - low_x, fg_rect.size.y) draw_rect(interval_rect, interval_color) low_x = fg_rect.position.x + low_ratio * (fg_rect.size.x - grabber_width) high_x = fg_rect.position.x + high_ratio * (fg_rect.size.x - grabber_width) for x in [low_x, high_x]: var grabber_rect := Rect2( x, fg_rect.position.y, grabber_width, fg_rect.size.y) draw_rect(grabber_rect, grabber_color)