material-maker/addons/material_maker/widgets/linked_widgets/linked_control.gd

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2.5 KiB
GDScript3
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tool
extends "res://addons/material_maker/widgets/linked_widgets/linked_control_base.gd"
var control = null
func add_linked(node, widget):
if linked_widgets.empty():
control = null
var type
if widget is SpinBox:
control = SpinBox.new()
type = "SpinBox"
elif widget is ColorPickerButton:
control = ColorPickerButton.new()
type = "ColorPickerButton"
elif widget is Control && widget.filename == "res://addons/material_maker/widgets/gradient_editor.tscn":
control = preload("res://addons/material_maker/widgets/gradient_editor.tscn").instance()
type = "GradientEditor"
elif widget is HSlider:
control = HSlider.new()
type = "HSlider"
elif widget is OptionButton:
control = OptionButton.new()
type = "OptionButton"
for i in range(widget.get_item_count()):
control.add_item(widget.get_item_text(i), widget.get_item_id(i))
if control != null:
add_child(control)
mirror(control, widget, type)
control.connect("mouse_entered", self, "_on_mouse_entered")
control.connect("mouse_exited", self, "_on_mouse_exited")
control.connect(WIDGETS[type].sig, self, WIDGETS[type].sig_handler)
else:
if !can_link_to(widget):
return
linked_widgets.append({ node=node, widget=widget })
func can_link_to(c):
if c == null:
return false
var widget_type = get_widget_type(c)
if control == null:
return widget_type != null
elif widget_type != get_widget_type(control):
return false
else:
for l in linked_widgets:
if l.widget == c:
return false
var winfo = WIDGETS[widget_type]
for a in winfo.attrs:
if c.get(a) != control.get(a):
return false
return true
func mirror(to, from, type):
var winfo = WIDGETS[type]
for a in winfo.attrs:
to.set(a, from.get(a))
to.set(winfo.value_attr, from.get(winfo.value_attr))
func update_shaders():
var graph_edit = get_parent()
while !(graph_edit is GraphEdit):
graph_edit = graph_edit.get_parent()
graph_edit.send_changed_signal()
func _on_value_changed(v):
for l in linked_widgets:
l.widget.value = v
l.node.set(l.widget.name, v)
update_shaders()
func _on_color_changed(c):
for l in linked_widgets:
l.widget.color = c
l.node.set(l.widget.name, c)
update_shaders()
func _on_item_selected(i):
for l in linked_widgets:
l.widget.selected = i
l.node.set(l.widget.name, i)
update_shaders()
func _on_gradient_updated(g):
for l in linked_widgets:
l.widget.value = g
update_shaders()
func serialize():
var data = .serialize()
data.type = "linked_control"
return data