mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-21 13:17:17 +01:00
134 lines
3.5 KiB
GDScript
134 lines
3.5 KiB
GDScript
tool
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extends Node2D
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class_name LayeredTextureMaker
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# Copyright (c) 2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(Vector2) var texture_size : Vector2 = Vector2(16, 16) setget set_tex_size
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export(Texture) var texture : Texture = null
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export(float) var refresh_rate : float = 2.0
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export(bool) var save : bool = false setget save_set
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var preview_node : Sprite = null
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var viewport : Viewport = null
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var last_refresh : float = 0
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var queued_save : bool = false
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const DEBUG_TREE : bool = false
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func _enter_tree():
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if not Engine.editor_hint:
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return
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set_meta("_edit_lock_", true)
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#emit_signal("item_lock_status_changed")
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create_preview()
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set_process(true)
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func create_preview():
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for c in get_children():
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if c.name == "Preview":
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c.name = "------"
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c.queue_free()
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break
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preview_node = Sprite.new() as Sprite
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preview_node.name = "Preview"
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preview_node.centered = false
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add_child(preview_node)
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if Engine.editor_hint and DEBUG_TREE:
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preview_node.owner = get_tree().edited_scene_root
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viewport = Viewport.new()
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preview_node.add_child(viewport)
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if Engine.editor_hint and DEBUG_TREE:
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viewport.owner = get_tree().edited_scene_root
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viewport.set_vflip(true)
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viewport.set_size(texture_size)
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preview_node.set_texture(null)
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preview_node.set_texture(viewport.get_texture())
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set_process(true)
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func _process(delta):
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if (queued_save):
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save()
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#not the best solution, but works for now
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last_refresh += delta
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if (last_refresh > refresh_rate):
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last_refresh -= refresh_rate
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for ch in viewport.get_children():
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ch.queue_free()
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for ch in get_children():
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if ch.name == "Preview":
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continue
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var n = ch.duplicate()
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viewport.add_child(n)
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if Engine.editor_hint and DEBUG_TREE:
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n.owner = get_tree().edited_scene_root
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if get_children().has(preview_node) and get_child(get_child_count() - 1) != preview_node:
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move_child(preview_node, get_child_count() - 1)
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#queued_save = true
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func save() -> void:
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#queued_save = false
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if texture == null:
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#print("LayeredTextureMaker: Set a target texture!")
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return
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#texture.set_data(viewport.get_texture().get_data())
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viewport.get_texture().get_data().save_png(texture.resource_path)
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# texture.property_list_changed_notify()
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func preview_refresh() -> void:
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for ch in viewport.get_children():
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ch.queue_free()
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for ch in get_children():
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if ch.name == "Preview":
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continue
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viewport.add_child(ch.duplicate())
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func set_tex_size(size : Vector2) -> void:
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texture_size = size
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create_preview()
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func save_set(val):
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if val:
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save()
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