mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
116 lines
3.1 KiB
GDScript
116 lines
3.1 KiB
GDScript
tool
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extends Control
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class GradientCursor:
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extends ColorRect
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const WIDTH = 10
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func _ready():
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rect_position = Vector2(0, 15)
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rect_size = Vector2(WIDTH, 15)
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func _gui_input(ev):
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if ev is InputEventMouseButton:
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if ev.button_index == BUTTON_LEFT && ev.doubleclick:
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get_parent().select_color(self, ev.global_position)
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elif ev.button_index == BUTTON_RIGHT && get_parent().get_sorted_cursors().size() > 2:
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var parent = get_parent()
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parent.remove_child(self)
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parent.update_value()
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queue_free()
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elif ev is InputEventMouseMotion && (ev.button_mask & 1) != 0:
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rect_position.x += ev.relative.x
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rect_position.x = min(max(0, rect_position.x), get_parent().rect_size.x-rect_size.x)
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get_parent().update_value()
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func get_position():
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return rect_position.x / (get_parent().rect_size.x - WIDTH)
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func set_color(c):
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color = c
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get_parent().update_value()
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static func sort(a, b):
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if a.get_position() < b.get_position():
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return true
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return false
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func _draw():
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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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const Gradient = preload("res://addons/material_maker/types/gradient.gd")
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signal updated
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func _ready():
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$Gradient.material = $Gradient.material.duplicate(true)
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set_value(Gradient.new())
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func set_value(v):
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value = v
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for c in get_children():
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if c != $Gradient && c != $Background:
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remove_child(c)
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c.free()
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for p in value.points:
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add_cursor(p.v*(rect_size.x-GradientCursor.WIDTH), p.c)
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update_shader()
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func update_value():
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value.clear()
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for p in get_children():
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if p != $Gradient && p != $Background:
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value.add_point(p.rect_position.x/(rect_size.x-GradientCursor.WIDTH), p.color)
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update_shader()
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func add_cursor(x, color):
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var cursor = GradientCursor.new()
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add_child(cursor)
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cursor.rect_position.x = x
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cursor.color = color
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func _gui_input(ev):
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if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick && ev.position.y > 15:
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var p = max(0, min(ev.position.x, rect_size.x-GradientCursor.WIDTH))
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add_cursor(p, get_gradient_color(p))
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update_value()
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# Showing a color picker popup to change a cursor's color
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var active_cursor
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func select_color(cursor, position):
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active_cursor = cursor
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$Gradient/Popup/ColorPicker.color = cursor.color
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$Gradient/Popup/ColorPicker.connect("color_changed", cursor, "set_color")
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$Gradient/Popup.rect_position = position
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$Gradient/Popup.popup()
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func _on_Popup_popup_hide():
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$Gradient/Popup/ColorPicker.disconnect("color_changed", active_cursor, "set_color")
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# Calculating a color from the gradient and generating the shader
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func get_sorted_cursors():
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var array = get_children()
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array.erase($Gradient)
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array.erase($Background)
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array.sort_custom(GradientCursor, "sort")
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return array
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func get_gradient_color(x):
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return value.get_color(x / (rect_size.x - GradientCursor.WIDTH))
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func update_shader():
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var shader
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shader = "shader_type canvas_item;\n"
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shader += value.get_shader("gradient")
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shader += "void fragment() { COLOR = gradient(UV.x); }"
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$Gradient.material.shader.set_code(shader)
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emit_signal("updated", value)
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