tool extends Control class GradientCursor: extends ColorRect const WIDTH = 10 func _ready(): rect_position = Vector2(0, 15) rect_size = Vector2(WIDTH, 15) func _gui_input(ev): if ev is InputEventMouseButton: if ev.button_index == BUTTON_LEFT && ev.doubleclick: get_parent().select_color(self, ev.global_position) elif ev.button_index == BUTTON_RIGHT && get_parent().get_sorted_cursors().size() > 2: var parent = get_parent() parent.remove_child(self) parent.update_value() queue_free() elif ev is InputEventMouseMotion && (ev.button_mask & 1) != 0: rect_position.x += ev.relative.x rect_position.x = min(max(0, rect_position.x), get_parent().rect_size.x-rect_size.x) get_parent().update_value() func get_position(): return rect_position.x / (get_parent().rect_size.x - WIDTH) func set_color(c): color = c get_parent().update_value() static func sort(a, b): if a.get_position() < b.get_position(): return true return false var value = null setget set_value const Gradient = preload("res://addons/material_maker/types/gradient.gd") signal updated func _ready(): $Gradient.material = $Gradient.material.duplicate(true) set_value(Gradient.new()) func set_value(v): value = v for c in get_children(): if c != $Gradient: remove_child(c) c.free() for p in value.points: add_cursor(p.v*(rect_size.x-GradientCursor.WIDTH), p.c) update_shader() func update_value(): value.clear() for p in get_children(): if p != $Gradient: value.add_point(p.rect_position.x/(rect_size.x-GradientCursor.WIDTH), p.color) update_shader() func add_cursor(x, color): var cursor = GradientCursor.new() add_child(cursor) cursor.rect_position.x = x cursor.color = color func _gui_input(ev): if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick && ev.position.y > 15: var p = max(0, min(ev.position.x, rect_size.x-GradientCursor.WIDTH)) add_cursor(p, get_color(p)) update_value() # Showing a color picker popup to change a cursor's color var active_cursor func select_color(cursor, position): active_cursor = cursor $Gradient/Popup/ColorPicker.color = cursor.color $Gradient/Popup/ColorPicker.connect("color_changed", cursor, "set_color") $Gradient/Popup.rect_position = position $Gradient/Popup.popup() func _on_Popup_popup_hide(): $Gradient/Popup/ColorPicker.disconnect("color_changed", active_cursor, "set_color") # Calculating a color from the gradient and generating the shader func get_sorted_cursors(): var array = get_children() array.erase($Gradient) array.sort_custom(GradientCursor, "sort") return array func get_color(x): return value.get_color(x / (rect_size.x - GradientCursor.WIDTH)) func update_shader(): var shader shader = "shader_type canvas_item;\n" shader += value.get_shader("gradient") shader += "void fragment() { COLOR = vec4(gradient(UV.x), 1.0); }" $Gradient.material.shader.set_code(shader) emit_signal("updated", value)