broken_seals_roguelike/game/texture_tools/LayeredTextureMaker.gd

134 lines
3.5 KiB
GDScript

tool
extends Node2D
class_name LayeredTextureMaker
# Copyright (c) 2020 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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()