tool extends Node2D class_name LayeredTextureMaker export(Vector2) var texture_size : Vector2 = Vector2(16, 16) setget set_tex_size export(Texture) var texture : Texture = null export(float) var refresh_rate : float = 2.0 export(bool) var save : bool = false setget save_set var preview_node : Sprite = null var viewport : Viewport = null var last_refresh : float = 0 var queued_save : bool = false const DEBUG_TREE : bool = false func _enter_tree(): if not Engine.editor_hint: return set_meta("_edit_lock_", true) #emit_signal("item_lock_status_changed") create_preview() set_process(true) func create_preview(): for c in get_children(): if c.name == "Preview": c.name = "------" c.queue_free() break preview_node = Sprite.new() as Sprite preview_node.name = "Preview" preview_node.centered = false add_child(preview_node) if Engine.editor_hint and DEBUG_TREE: preview_node.owner = get_tree().edited_scene_root viewport = Viewport.new() preview_node.add_child(viewport) if Engine.editor_hint and DEBUG_TREE: viewport.owner = get_tree().edited_scene_root viewport.set_vflip(true) viewport.set_size(texture_size) preview_node.set_texture(null) preview_node.set_texture(viewport.get_texture()) set_process(true) func _process(delta): if (queued_save): save() #not the best solution, but works for now last_refresh += delta if (last_refresh > refresh_rate): last_refresh -= refresh_rate for ch in viewport.get_children(): ch.queue_free() for ch in get_children(): if ch.name == "Preview": continue var n = ch.duplicate() viewport.add_child(n) if Engine.editor_hint and DEBUG_TREE: n.owner = get_tree().edited_scene_root if get_children().has(preview_node) and get_child(get_child_count() - 1) != preview_node: move_child(preview_node, get_child_count() - 1) #queued_save = true func save() -> void: #queued_save = false if texture == null: #print("LayeredTextureMaker: Set a target texture!") return #texture.set_data(viewport.get_texture().get_data()) viewport.get_texture().get_data().save_png(texture.resource_path) # texture.property_list_changed_notify() func preview_refresh() -> void: for ch in viewport.get_children(): ch.queue_free() for ch in get_children(): if ch.name == "Preview": continue viewport.add_child(ch.duplicate()) func set_tex_size(size : Vector2) -> void: texture_size = size create_preview() func save_set(val): if val: save()