material-maker/addons/material_maker/widgets/gradient_editor.gd

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GDScript3
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tool
extends Control
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class_name MMGradientEditor
class GradientCursor:
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extends Control
var color : Color
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const WIDTH : int = 10
func _ready() -> void:
rect_position = Vector2(0, 15)
rect_size = Vector2(WIDTH, 15)
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func _draw():
var polygon : PoolVector2Array = PoolVector2Array([Vector2(0, 5), Vector2(WIDTH/2, 0), Vector2(WIDTH, 5), Vector2(WIDTH, 15), Vector2(0, 15)])
var c = color
c.a = 1.0
draw_colored_polygon(polygon, c)
func _gui_input(ev) -> void:
if ev is InputEventMouseButton:
if ev.button_index == BUTTON_LEFT && ev.doubleclick:
get_parent().select_color(self, ev.global_position)
elif ev.button_index == BUTTON_RIGHT && get_parent().get_sorted_cursors().size() > 2:
var parent = get_parent()
parent.remove_child(self)
parent.update_value()
queue_free()
elif ev is InputEventMouseMotion && (ev.button_mask & 1) != 0:
rect_position.x += ev.relative.x
rect_position.x = min(max(0, rect_position.x), get_parent().rect_size.x-rect_size.x)
get_parent().update_value()
func get_position() -> Vector2:
return rect_position.x / (get_parent().rect_size.x - WIDTH)
func set_color(c) -> void:
color = c
get_parent().update_value()
update()
static func sort(a, b) -> bool:
return a.get_position() < b.get_position()
var value = null setget set_value
export var embedded : bool = true
signal updated(value)
func _ready() -> void:
$Gradient.material = $Gradient.material.duplicate(true)
set_value(MMGradient.new())
func get_gradient_from_data(data):
if typeof(data) == TYPE_ARRAY:
return data
elif typeof(data) == TYPE_DICTIONARY:
if data.has("parameters") and data.parameters.has("gradient"):
return data.parameters.gradient
if data.has("type") and data.type == "Gradient":
return data
return null
func get_drag_data(position : Vector2):
var data = MMType.serialize_value(value)
var preview = ColorRect.new()
preview.rect_size = Vector2(64, 24)
preview.material = $Gradient.material
set_drag_preview(preview)
return data
func can_drop_data(position : Vector2, data) -> bool:
return get_gradient_from_data(data) != null
func drop_data(position : Vector2, data) -> void:
var gradient = get_gradient_from_data(data)
if gradient != null:
set_value(MMType.deserialize_value(gradient))
func set_value(v) -> void:
value = v
for c in get_children():
if c is GradientCursor:
remove_child(c)
c.free()
for p in value.points:
add_cursor(p.v*(rect_size.x-GradientCursor.WIDTH), p.c)
$Interpolation.selected = value.interpolation
update_shader()
func update_value() -> void:
value.clear()
for c in get_children():
if c is GradientCursor:
value.add_point(c.rect_position.x/(rect_size.x-GradientCursor.WIDTH), c.color)
update_shader()
func add_cursor(x, color) -> void:
var cursor = GradientCursor.new()
add_child(cursor)
cursor.rect_position.x = x
cursor.color = color
func _gui_input(ev) -> void:
if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick:
if ev.position.y > 15:
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var p = clamp(ev.position.x, 0, rect_size.x-GradientCursor.WIDTH)
add_cursor(p, get_gradient_color(p))
update_value()
elif embedded:
var popup = load("res://addons/material_maker/widgets/gradient_popup.tscn").instance()
add_child(popup)
var popup_size = popup.rect_size
popup.popup(Rect2(ev.global_position, Vector2(0, 0)))
popup.set_global_position(ev.global_position-Vector2(popup_size.x / 2, popup_size.y))
popup.init(value)
popup.connect("updated", self, "set_value")
# Showing a color picker popup to change a cursor's color
var active_cursor
func select_color(cursor, position) -> void:
active_cursor = cursor
$Gradient/Popup/ColorPicker.color = cursor.color
$Gradient/Popup/ColorPicker.connect("color_changed", cursor, "set_color")
$Gradient/Popup.rect_position = position
$Gradient/Popup.popup()
func _on_Popup_popup_hide() -> void:
$Gradient/Popup/ColorPicker.disconnect("color_changed", active_cursor, "set_color")
# Calculating a color from the gradient and generating the shader
func get_sorted_cursors() -> Array:
var array = []
for c in get_children():
if c is GradientCursor:
array.append(c)
array.sort_custom(GradientCursor, "sort")
return array
func get_gradient_color(x) -> Color:
return value.get_color(x / (rect_size.x - GradientCursor.WIDTH))
func update_shader() -> void:
var shader
shader = "shader_type canvas_item;\n"
shader += value.get_shader("gradient")
shader += "void fragment() { COLOR = gradient(UV.x); }"
$Gradient.material.shader.set_code(shader)
emit_signal("updated", value)
func _on_Interpolation_item_selected(ID):
value.interpolation = ID
update_shader()