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Updated the gradient editor
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@ -3,14 +3,22 @@ extends Control
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class_name MMGradientEditor
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class GradientCursor:
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extends ColorRect
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extends Control
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const WIDTH = 10
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var color : Color
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const WIDTH : int = 10
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func _ready() -> void:
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rect_position = Vector2(0, 15)
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rect_size = Vector2(WIDTH, 15)
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func _draw():
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var polygon : PoolVector2Array = PoolVector2Array([Vector2(0, 5), Vector2(WIDTH/2, 0), Vector2(WIDTH, 5), Vector2(WIDTH, 15), Vector2(0, 15)])
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var c = color
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c.a = 1.0
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draw_colored_polygon(polygon, c)
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func _gui_input(ev) -> void:
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if ev is InputEventMouseButton:
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if ev.button_index == BUTTON_LEFT && ev.doubleclick:
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@ -35,11 +43,6 @@ class GradientCursor:
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static func sort(a, b) -> bool:
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return a.get_position() < b.get_position()
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func _draw() -> void:
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var c = color
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c.a = 1.0
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draw_rect(Rect2(0, 0, rect_size.x, rect_size.y), c, false)
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var value = null setget set_value
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export var embedded : bool = true
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@ -62,7 +65,7 @@ func set_value(v) -> void:
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func update_value() -> void:
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value.clear()
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for p in get_children():
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if p != $Gradient && p != $Background:
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if p != $Gradient and p != $Background:
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value.add_point(p.rect_position.x/(rect_size.x-GradientCursor.WIDTH), p.color)
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update_shader()
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@ -75,7 +78,7 @@ func add_cursor(x, color) -> void:
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func _gui_input(ev) -> void:
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if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick:
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if ev.position.y > 15:
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var p = max(0, min(ev.position.x, rect_size.x-GradientCursor.WIDTH))
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var p = clamp(ev.position.x, 0, rect_size.x-GradientCursor.WIDTH)
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add_cursor(p, get_gradient_color(p))
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update_value()
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elif embedded:
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@ -12,20 +12,18 @@ void fragment() {
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[sub_resource type="ShaderMaterial" id=2]
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shader = SubResource( 1 )
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[sub_resource type="Shader" id=3]
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[sub_resource type="Shader" id=6]
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code = "shader_type canvas_item;
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vec4 gradient(float x) {
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if (x < 0.000000000) {
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return vec4(0.000000000,0.000000000,0.000000000,0.000000000);
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} else if (x < 1.000000000) {
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return vec4(0.000000000,0.000000000,0.000000000,0.000000000)+x*vec4(1.000000000,1.000000000,1.000000000,1.000000000);
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}
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return vec4(1.000000000,1.000000000,1.000000000,1.000000000);
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return vec4(0.000000000,0.000000000,0.000000000,0.000000000);
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}
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void fragment() { COLOR = gradient(UV.x); }"
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[sub_resource type="ShaderMaterial" id=4]
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shader = SubResource( 3 )
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[sub_resource type="ShaderMaterial" id=7]
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shader = SubResource( 6 )
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[sub_resource type="Theme" id=5]
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@ -38,13 +36,19 @@ script = ExtResource( 1 )
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[node name="Background" type="ColorRect" parent="."]
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material = SubResource( 2 )
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anchor_right = 1.0
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rect_min_size = Vector2( 120, 20 )
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margin_left = 4.0
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margin_right = -4.0
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margin_bottom = 15.0
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rect_min_size = Vector2( 112, 17 )
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mouse_filter = 2
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[node name="Gradient" type="ColorRect" parent="."]
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material = SubResource( 4 )
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material = SubResource( 7 )
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anchor_right = 1.0
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rect_min_size = Vector2( 120, 20 )
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margin_left = 4.0
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margin_right = -4.0
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margin_bottom = 15.0
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rect_min_size = Vector2( 112, 17 )
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mouse_filter = 2
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theme = SubResource( 5 )
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