tool extends MMGenBase class_name MMGenSwitch """ Texture generator switch """ var editable = false func get_type() -> String: return "switch" func get_type_name() -> String: return "Switch" func toggle_editable() -> bool: editable = !editable return true func is_editable() -> bool: return editable func get_parameter_defs() -> Array: var choices = parameters.choices if parameters.has("choices") else 2 return [ { name="outputs", label="Outputs", type="float", min=1, max=5, step=1, default=2 }, { name="choices", label="Choices", type="float", min=2, max=5, step=1, default=2 }, { name="source", label="Source", type="float", min=0, max=choices-1, step=1, default=0 }, ] func get_input_defs() -> Array: var rv : Array = [] for c in range(parameters.choices): for o in range(parameters.outputs): var n = PoolByteArray([65+o]).get_string_from_ascii()+str(c) rv.push_back({ name=n, label=n, type="rgba" }) return rv func get_output_defs() -> Array: var rv : Array = [] for o in range(parameters.outputs): var n = PoolByteArray([65+o]).get_string_from_ascii() rv.push_back({ name=n, type="rgba" }) return rv func set_parameter(p, v) -> void: .set_parameter(p, v) emit_signal("parameter_changed", "__update_all__", null) # get the list of outputs that depend on the input whose index is passed as parameter func follow_input(input_index : int) -> Array: return [ OutputPort.new(self, input_index % int(parameters.outputs)) ] func source_changed(input_index : int) -> void: if parameters.has("outputs"): notify_output_change(input_index % int(parameters.outputs)) func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary: var source = get_source(output_index+parameters.source*parameters.outputs) if source != null: var rv = source.generator._get_shader_code(uv, source.output_index, context) while rv is GDScriptFunctionState: rv = yield(rv, "completed") return rv return { globals=[], defs="", code="", textures={} } func _serialize(data: Dictionary) -> Dictionary: return data