extends MMGraphNodeBase class Cursor: extends Control var color : Color var top : bool = true var position : float const WIDTH : int = 8 const HEIGHT : int = 8 func _init(c, p, t = true): color = c position = p top = t func _ready() -> void: rect_position = Vector2(position * get_parent().rect_size.x - 0.5*WIDTH, -2 if top else get_parent().rect_size.y+2-HEIGHT) rect_size = Vector2(WIDTH, HEIGHT) func _draw() -> void: var polygon : PoolVector2Array if top: polygon = PoolVector2Array([Vector2(0, 0), Vector2(WIDTH/2, HEIGHT), Vector2(WIDTH, 0), Vector2(0, 0)]) else: polygon = PoolVector2Array([Vector2(0, HEIGHT), Vector2(WIDTH/2, 0), Vector2(WIDTH, HEIGHT), Vector2(0, HEIGHT)]) var c = color c.a = 1.0 draw_colored_polygon(polygon, c) var outline_color = 0.0 if position > 0.5 else 1.0 draw_polyline(polygon, Color(outline_color, outline_color, outline_color), 1.0, true) func _gui_input(ev) -> void: if ev is InputEventMouseMotion && (ev.button_mask & 1) != 0: rect_position.x += ev.relative.x rect_position.x = min(max(-0.5*WIDTH, rect_position.x), get_parent().rect_size.x-0.5*WIDTH) var new_position = (rect_position.x+0.5*WIDTH)/get_parent().rect_size.x if new_position != position: position = new_position get_parent().get_parent().update_value(self, position) update() func get_position() -> Vector2: return rect_position.x / (get_parent().rect_size.x - WIDTH) var cursor_in_min : Cursor var cursor_in_mid : Cursor var cursor_in_max : Cursor var cursor_out_min : Cursor var cursor_out_max : Cursor func _ready() -> void: var slot_color = mm_io_types.types["rgba"].color var slot_type = mm_io_types.types["rgba"].slot_type set_slot(0, true, slot_type, slot_color, true, slot_type, slot_color) cursor_in_min = Cursor.new(Color(0.0, 0.0, 0.0), 0.0) $Histogram.add_child(cursor_in_min) cursor_in_mid = Cursor.new(Color(0.5, 0.5, 0.5), 0.5) $Histogram.add_child(cursor_in_mid) cursor_in_max = Cursor.new(Color(1.0, 1.0, 1.0), 1.0) $Histogram.add_child(cursor_in_max) cursor_out_min = Cursor.new(Color(0.0, 0.0, 0.0), 0.0, false) $Histogram.add_child(cursor_out_min) cursor_out_max = Cursor.new(Color(1.0, 1.0, 1.0), 1.0, false) $Histogram.add_child(cursor_out_max) func set_generator(g) -> void: .set_generator(g) generator.connect("parameter_changed", self, "on_parameter_changed") update_node() func update_node() -> void: if has_node("NodeEditButtons"): var r = $NodeEditButtons remove_child(r) r.free() rect_size = Vector2(0, 0) if generator.is_editable(): var edit_buttons = preload("res://material_maker/nodes/edit_buttons.tscn").instance() add_child(edit_buttons) edit_buttons.connect_buttons(self, "edit_generator", "load_generator", "save_generator") set_slot(edit_buttons.get_index(), false, 0, Color(0.0, 0.0, 0.0), false, 0, Color(0.0, 0.0, 0.0)) func on_parameter_changed(p, v) -> void: if p == "__input_changed__": var source = generator.get_source(0) var result = source.generator.render(source.output_index, 128, true) while result is GDScriptFunctionState: result = yield(result, "completed") result.copy_to_texture($Histogram.get_image_texture()) result.release() func set_parameter(n : String, v : float, d : float) -> void: var value = generator.get_parameter(n) match $Mode.selected: 0: value.r = v value.g = v value.b = v value.a = d 1: value.r = v 2: value.g = v 3: value.b = v 4: value.a = v generator.set_parameter(n, value) func update_value(control : Cursor, value : float) -> void: match control: cursor_in_min: set_parameter("in_min", value, 0) cursor_in_mid: set_parameter("in_mid", value, 0.5) cursor_in_max: set_parameter("in_max", value, 1) cursor_out_min: set_parameter("out_min", value, 0) cursor_out_max: set_parameter("out_max", value, 1) get_parent().send_changed_signal() func edit_generator() -> void: if generator.has_method("edit"): generator.edit(self) func update_generator(shader_model : Dictionary) -> void: generator.set_shader_model(shader_model) update_node() func save_generator() -> void: var dialog = FileDialog.new() add_child(dialog) dialog.rect_min_size = Vector2(500, 500) dialog.access = FileDialog.ACCESS_FILESYSTEM dialog.mode = FileDialog.MODE_SAVE_FILE dialog.add_filter("*.mmg;Material Maker Generator") dialog.connect("file_selected", self, "do_save_generator") dialog.popup_centered() func do_save_generator(file_name : String) -> void: var file = File.new() if file.open(file_name, File.WRITE) == OK: var data = generator.serialize() data.name = file_name.get_file().get_basename() data.node_position = { x=0, y=0 } file.store_string(JSON.print(data, "\t", true)) file.close() mm_loader.update_predefined_generators()