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https://github.com/Relintai/material-maker.git
synced 2025-01-13 07:41:14 +01:00
Added missing initialization of cursor positions in the Tones node
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d3a3fabc31
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@ -16,9 +16,10 @@ class Cursor:
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top = t
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func _ready() -> void:
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rect_position = Vector2(position * get_parent().rect_size.x - 0.5*WIDTH, -2 if top else get_parent().rect_size.y+2-HEIGHT)
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rect_position.y = -2 if top else get_parent().rect_size.y+2-HEIGHT
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set_value(position)
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rect_size = Vector2(WIDTH, HEIGHT)
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func _draw() -> void:
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var polygon : PoolVector2Array
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if top:
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@ -30,7 +31,7 @@ class Cursor:
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draw_colored_polygon(polygon, c)
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var outline_color = 0.0 if position > 0.5 else 1.0
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draw_polyline(polygon, Color(outline_color, outline_color, outline_color), 1.0, true)
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func _gui_input(ev) -> void:
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if ev is InputEventMouseMotion && (ev.button_mask & 1) != 0:
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rect_position.x += ev.relative.x
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@ -40,9 +41,10 @@ class Cursor:
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position = new_position
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get_parent().get_parent().update_value(self, position)
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update()
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func get_position() -> Vector2:
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return rect_position.x / (get_parent().rect_size.x - WIDTH)
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func set_value(v : float):
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position = v
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rect_position.x = position * get_parent().rect_size.x - 0.5*WIDTH
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var cursor_in_min : Cursor
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var cursor_in_mid : Cursor
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@ -69,18 +71,7 @@ func set_generator(g) -> void:
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.set_generator(g)
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generator.connect("parameter_changed", self, "on_parameter_changed")
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update_node()
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func update_node() -> void:
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if has_node("NodeEditButtons"):
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var r = $NodeEditButtons
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remove_child(r)
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r.free()
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rect_size = Vector2(0, 0)
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if generator.is_editable():
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var edit_buttons = preload("res://material_maker/nodes/edit_buttons.tscn").instance()
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add_child(edit_buttons)
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edit_buttons.connect_buttons(self, "edit_generator", "load_generator", "save_generator")
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set_slot(edit_buttons.get_index(), false, 0, Color(0.0, 0.0, 0.0), false, 0, Color(0.0, 0.0, 0.0))
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_on_Mode_item_selected(0)
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func on_parameter_changed(p, v) -> void:
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if p == "__input_changed__":
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@ -91,6 +82,26 @@ func on_parameter_changed(p, v) -> void:
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result.copy_to_texture($Histogram.get_image_texture())
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result.release()
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func get_parameter(n : String) -> float:
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var value = generator.get_parameter(n)
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match $Mode.selected:
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1:
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return value.r
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2:
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return value.g
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3:
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return value.b
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4:
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return value.a
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return (value.r+value.g+value.b)/3.0
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func _on_Mode_item_selected(_id):
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cursor_in_min.set_value(get_parameter("in_min"))
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cursor_in_mid.set_value(get_parameter("in_mid"))
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cursor_in_max.set_value(get_parameter("in_max"))
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cursor_out_min.set_value(get_parameter("out_min"))
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cursor_out_max.set_value(get_parameter("out_max"))
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func set_parameter(n : String, v : float, d : float) -> void:
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var value = generator.get_parameter(n)
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match $Mode.selected:
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@ -123,6 +134,20 @@ func update_value(control : Cursor, value : float) -> void:
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set_parameter("out_max", value, 1)
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get_parent().send_changed_signal()
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# Everything below is only meant for editing the shader
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func update_node() -> void:
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if has_node("NodeEditButtons"):
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var r = $NodeEditButtons
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remove_child(r)
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r.free()
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rect_size = Vector2(0, 0)
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if generator.is_editable():
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var edit_buttons = preload("res://material_maker/nodes/edit_buttons.tscn").instance()
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add_child(edit_buttons)
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edit_buttons.connect_buttons(self, "edit_generator", "load_generator", "save_generator")
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set_slot(edit_buttons.get_index(), false, 0, Color(0.0, 0.0, 0.0), false, 0, Color(0.0, 0.0, 0.0))
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func edit_generator() -> void:
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if generator.has_method("edit"):
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generator.edit(self)
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@ -76,3 +76,4 @@ rect_min_size = Vector2( 0, 4 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[connection signal="item_selected" from="Mode" to="." method="_on_Mode_item_selected"]
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