material-maker/material_maker/main_window.gd
2020-03-02 23:01:27 +01:00

634 lines
22 KiB
GDScript

extends Panel
var recent_files = []
var config_cache : ConfigFile = ConfigFile.new()
var editor_interface = null
var current_tab = null
var updating : bool = false
var need_update : bool = false
onready var projects = $VBoxContainer/Layout/SplitRight/ProjectsPane/Projects
onready var layout = $VBoxContainer/Layout
var library
var preview_2d
var preview_3d
var hierarchy
onready var preview_2d_background = $VBoxContainer/Layout/SplitRight/ProjectsPane/Preview2D
onready var preview_2d_background_button = $VBoxContainer/Layout/SplitRight/ProjectsPane/PreviewUI/Preview2DButton
onready var preview_3d_background = $VBoxContainer/Layout/SplitRight/ProjectsPane/Preview3D
onready var preview_3d_background_button = $VBoxContainer/Layout/SplitRight/ProjectsPane/PreviewUI/Preview3DButton
onready var preview_3d_background_panel = $VBoxContainer/Layout/SplitRight/ProjectsPane/PreviewUI/Panel
const RECENT_FILES_COUNT = 15
const THEMES = [ "Dark", "Default", "Light" ]
const MENU = [
{ menu="File", command="new_material", description="New material" },
{ menu="File", command="load_material", shortcut="Control+O", description="Load material" },
{ menu="File", submenu="load_recent", description="Load recent", standalone_only=true },
{ menu="File" },
{ menu="File", command="save_material", shortcut="Control+S", description="Save material" },
{ menu="File", command="save_material_as", shortcut="Control+Shift+S", description="Save material as..." },
{ menu="File", command="save_all_materials", description="Save all materials..." },
{ menu="File" },
{ menu="File", command="export_material", shortcut="Control+E", description="Export material" },
{ menu="File" },
{ menu="File", command="close_material", description="Close material" },
{ menu="File", command="quit", shortcut="Control+Q", description="Quit" },
{ menu="Edit", command="edit_cut", shortcut="Control+X", description="Cut" },
{ menu="Edit", command="edit_copy", shortcut="Control+C", description="Copy" },
{ menu="Edit", command="edit_paste", shortcut="Control+V", description="Paste" },
{ menu="Edit", command="edit_duplicate", shortcut="Control+D", description="Duplicate" },
{ menu="Edit" },
{ menu="Edit", submenu="set_theme", description="Set theme" },
{ menu="View", command="view_center", shortcut="C", description="Center view" },
{ menu="View", command="view_reset_zoom", shortcut="Control+0", description="Reset zoom" },
{ menu="View" },
{ menu="View", submenu="show_panes", description="Panes" },
{ menu="Tools", submenu="create", description="Create" },
{ menu="Tools", command="create_subgraph", shortcut="Control+G", description="Create group" },
{ menu="Tools", command="make_selected_nodes_editable", shortcut="Control+W", description="Make selected nodes editable" },
{ menu="Tools" },
{ menu="Tools", command="add_to_user_library", description="Add selected node to user library" },
{ menu="Tools", command="export_library", description="Export the nodes library" },
{ menu="Tools", command="generate_screenshots", description="Generate screenshots for the library nodes" },
{ menu="Help", command="show_doc", shortcut="F1", description="User manual" },
{ menu="Help", command="show_library_item_doc", shortcut="Control+F1", description="Show selected library item documentation" },
{ menu="Help", command="bug_report", description="Report a bug" },
{ menu="Help" },
{ menu="Help", command="about", description="About" }
]
signal quit
var is_mac = false
func _ready() -> void:
# Restore the window position/size if values are present in the configuration cache
config_cache.load("user://cache.ini")
if config_cache.has_section_key("window", "screen"):
OS.current_screen = config_cache.get_value("window", "screen")
if config_cache.has_section_key("window", "maximized"):
OS.window_maximized = config_cache.get_value("window", "maximized")
if !OS.window_maximized:
if config_cache.has_section_key("window", "position"):
OS.window_position = config_cache.get_value("window", "position")
if config_cache.has_section_key("window", "size"):
OS.window_size = config_cache.get_value("window", "size")
# Restore the theme
var theme_name : String = "default"
if config_cache.has_section_key("window", "theme"):
theme_name = config_cache.get_value("window", "theme")
set_theme(theme_name)
if OS.get_name() == "OSX":
is_mac = true
# In HTML5 export, copy all examples to the filesystem
if OS.get_name() == "HTML5":
print("Copying samples")
var dir : Directory = Directory.new()
dir.make_dir("/examples")
dir.open("res://material_maker/examples/")
dir.list_dir_begin(true)
while true:
var f = dir.get_next()
if f == "":
break
if f.ends_with(".ptex"):
print(f)
dir.copy("res://material_maker/examples/"+f, "/examples/"+f)
print("Done")
# Upscale everything if the display requires it (crude hiDPI support).
# This prevents UI elements from being too small on hiDPI displays.
if OS.get_screen_dpi() >= 192 and OS.get_screen_size().x >= 2048:
get_tree().set_screen_stretch(SceneTree.STRETCH_MODE_DISABLED, SceneTree.STRETCH_ASPECT_IGNORE, Vector2(), 2)
# Set a minimum window size to prevent UI elements from collapsing on each other.
# This property is only available in 3.2alpha or later, so use `set()` to fail gracefully if it doesn't exist.
OS.set("min_window_size", Vector2(1024, 600))
# Set window title
OS.set_window_title(ProjectSettings.get_setting("application/config/name")+" v"+ProjectSettings.get_setting("application/config/release"))
layout.load_panes(config_cache)
library = layout.get_pane("Library")
preview_2d = layout.get_pane("Preview2D")
preview_3d = layout.get_pane("Preview3D")
hierarchy = layout.get_pane("Hierarchy")
hierarchy.connect("group_selected", self, "on_group_selected")
# Load recent projects
load_recents()
# Create menus
for i in MENU.size():
if ! $VBoxContainer/Menu.has_node(MENU[i].menu):
var menu_button = MenuButton.new()
menu_button.name = MENU[i].menu
menu_button.text = MENU[i].menu
menu_button.switch_on_hover = true
$VBoxContainer/Menu.add_child(menu_button)
for m in $VBoxContainer/Menu.get_children():
var menu = m.get_popup()
create_menu(menu, m.name)
m.connect("about_to_show", self, "menu_about_to_show", [ m.name, menu ])
new_material()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_fullscreen"):
OS.window_fullscreen = !OS.window_fullscreen
func get_current_graph_edit() -> MMGraphEdit:
var graph_edit = projects.get_current_tab_control()
if graph_edit != null and graph_edit is GraphEdit:
return graph_edit
return null
func create_menu(menu, menu_name) -> PopupMenu:
menu.clear()
menu.connect("id_pressed", self, "_on_PopupMenu_id_pressed")
for i in MENU.size():
if MENU[i].has("standalone_only") and MENU[i].standalone_only and Engine.editor_hint:
continue
if MENU[i].has("editor_only") and MENU[i].editor_only and !Engine.editor_hint:
continue
if MENU[i].menu != menu_name:
continue
if MENU[i].has("submenu"):
var submenu = PopupMenu.new()
var submenu_function = "create_menu_"+MENU[i].submenu
if has_method(submenu_function):
submenu.connect("about_to_show", self, submenu_function, [ submenu ]);
else:
create_menu(submenu, MENU[i].submenu)
menu.add_child(submenu)
menu.add_submenu_item(MENU[i].description, submenu.get_name())
elif MENU[i].has("description"):
var shortcut = 0
if MENU[i].has("shortcut"):
for s in MENU[i].shortcut.split("+"):
if s == "Alt":
shortcut |= KEY_MASK_ALT
elif s == "Control":
shortcut |= KEY_MASK_CMD if is_mac else KEY_MASK_CTRL
elif s == "Shift":
shortcut |= KEY_MASK_SHIFT
else:
shortcut |= OS.find_scancode_from_string(s)
menu.add_item(MENU[i].description, i, shortcut)
else:
menu.add_separator()
return menu
func create_menu_load_recent(menu) -> void:
menu.clear()
if recent_files.empty():
menu.add_item("No items found", 0)
menu.set_item_disabled(0, true)
else:
for i in recent_files.size():
menu.add_item(recent_files[i], i)
if !menu.is_connected("id_pressed", self, "_on_LoadRecent_id_pressed"):
menu.connect("id_pressed", self, "_on_LoadRecent_id_pressed")
func _on_LoadRecent_id_pressed(id) -> void:
do_load_material(recent_files[id])
func load_recents() -> void:
var f = File.new()
if f.open("user://recent_files.bin", File.READ) == OK:
recent_files = parse_json(f.get_as_text())
f.close()
func add_recent(path) -> void:
while true:
var index = recent_files.find(path)
if index >= 0:
recent_files.remove(index)
else:
break
recent_files.push_front(path)
while recent_files.size() > RECENT_FILES_COUNT:
recent_files.pop_back()
var f = File.new()
f.open("user://recent_files.bin", File.WRITE)
f.store_string(to_json(recent_files))
f.close()
func create_menu_set_theme(menu) -> void:
menu.clear()
for t in THEMES:
menu.add_item(t)
if !menu.is_connected("id_pressed", self, "_on_SetTheme_id_pressed"):
menu.connect("id_pressed", self, "_on_SetTheme_id_pressed")
func set_theme(theme_name) -> void:
theme = load("res://material_maker/theme/"+theme_name+".tres")
func _on_SetTheme_id_pressed(id) -> void:
var theme_name : String = THEMES[id].to_lower()
set_theme(theme_name)
config_cache.set_value("window", "theme", theme_name)
func create_menu_show_panes(menu : PopupMenu) -> void:
menu.clear()
var panes = layout.get_pane_list()
for i in range(panes.size()):
menu.add_check_item(panes[i], i)
menu.set_item_checked(i, layout.is_pane_visible(panes[i]))
if !menu.is_connected("id_pressed", self, "_on_ShowPanes_id_pressed"):
menu.connect("id_pressed", self, "_on_ShowPanes_id_pressed")
func _on_ShowPanes_id_pressed(id) -> void:
var pane : String = layout.get_pane_list()[id]
layout.set_pane_visible(pane, !layout.is_pane_visible(pane))
print(pane)
func create_menu_create(menu) -> void:
var gens = mm_loader.get_generator_list()
menu.clear()
for i in gens.size():
menu.add_item(gens[i], i)
if !menu.is_connected("id_pressed", self, "_on_Create_id_pressed"):
menu.connect("id_pressed", self, "_on_Create_id_pressed")
func _on_Create_id_pressed(id) -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
var gens = mm_loader.get_generator_list()
graph_edit.create_gen_from_type(gens[id])
func menu_about_to_show(name, menu) -> void:
for i in MENU.size():
if MENU[i].menu != name:
continue
if MENU[i].has("submenu"):
pass
elif MENU[i].has("command"):
var command_name = MENU[i].command+"_is_disabled"
if has_method(command_name):
var is_disabled = call(command_name)
menu.set_item_disabled(menu.get_item_index(i), is_disabled)
func new_pane() -> GraphEdit:
var graph_edit = preload("res://material_maker/graph_edit.tscn").instance()
graph_edit.node_factory = $NodeFactory
graph_edit.editor_interface = editor_interface
projects.add_child(graph_edit)
projects.current_tab = graph_edit.get_index()
return graph_edit
func new_material() -> void:
var graph_edit = new_pane()
graph_edit.new_material()
graph_edit.update_tab_title()
func load_material() -> void:
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_OPEN_FILES
dialog.add_filter("*.ptex;Procedural Textures File")
dialog.connect("files_selected", self, "do_load_materials")
dialog.popup_centered()
func do_load_materials(filenames) -> void:
for f in filenames:
do_load_material(f)
func do_load_material(filename) -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
var node_count = 2 # So test below succeeds if graph_edit is null...
if graph_edit != null:
node_count = 0
for c in graph_edit.get_children():
if c is GraphNode:
node_count += 1
if node_count > 1:
break
if node_count > 1:
graph_edit = new_pane()
graph_edit.load_file(filename)
add_recent(filename)
func save_material() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
if graph_edit.save_path != null:
graph_edit.save_file(graph_edit.save_path)
else:
save_material_as()
func save_material_as() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
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("*.ptex;Procedural Textures File")
dialog.connect("file_selected", graph_edit, "save_file")
dialog.popup_centered()
func close_material() -> void:
projects.close_tab()
func export_material() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null :
graph_edit.export_textures()
func export_material_is_disabled() -> bool:
var graph_edit : MMGraphEdit = get_current_graph_edit()
return graph_edit == null or graph_edit.save_path == null
func quit() -> void:
dim_window()
get_tree().quit()
func edit_cut() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
graph_edit.cut()
func edit_cut_is_disabled() -> bool:
var graph_edit : MMGraphEdit = get_current_graph_edit()
return graph_edit == null or !graph_edit.can_copy()
func edit_copy() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
graph_edit.copy()
func edit_copy_is_disabled() -> bool:
return edit_cut_is_disabled()
func edit_paste() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
graph_edit.paste()
func edit_paste_is_disabled() -> bool:
var data = parse_json(OS.clipboard)
return data == null
func edit_duplicate() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
graph_edit.duplicate_selected()
func edit_duplicate_is_disabled() -> bool:
return edit_cut_is_disabled()
func view_center() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
graph_edit.center_view()
func view_reset_zoom() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
graph_edit.zoom = 1
func get_selected_nodes() -> Array:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
return graph_edit.get_selected_nodes()
else:
return []
func create_subgraph() -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
graph_edit.create_subgraph()
func make_selected_nodes_editable() -> void:
var selected_nodes = get_selected_nodes()
if !selected_nodes.empty():
for n in selected_nodes:
if n.generator.toggle_editable():
n.update_node()
func add_to_user_library() -> void:
var selected_nodes = get_selected_nodes()
if !selected_nodes.empty():
var dialog = preload("res://material_maker/widgets/line_dialog.tscn").instance()
dialog.set_value(library.get_selected_item_name())
dialog.set_texts("New library element", "Select a name for the new library element")
add_child(dialog)
dialog.connect("ok", self, "do_add_to_user_library", [ selected_nodes ])
dialog.popup_centered()
func do_add_to_user_library(name, nodes) -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
var data
if nodes.size() == 1:
data = nodes[0].generator.serialize()
data.erase("node_position")
elif graph_edit != null:
data = graph_edit.serialize_selection()
var dir = Directory.new()
dir.make_dir("user://library")
dir.make_dir("user://library/user")
data.library = "user://library/user.json"
data.icon = library.get_icon_name(name)
var result = nodes[0].generator.render(0, 64, true)
while result is GDScriptFunctionState:
result = yield(result, "completed")
result.save_to_file("user://library/user/"+data.icon+".png")
result.release()
library.add_item(data, name, library.get_preview_texture(data))
library.save_library("user://library/user.json")
func export_library() -> void:
var dialog : FileDialog = 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("*.json;JSON files")
dialog.connect("file_selected", self, "do_export_library")
dialog.popup_centered()
func do_export_library(path : String) -> void:
library.export_libraries(path)
func get_doc_dir() -> String:
var base_dir = OS.get_executable_path().replace("\\", "/").get_base_dir()
# In release builds, documentation is expected to be located in
# a subdirectory of the program directory
var release_doc_path = base_dir.plus_file("doc")
# In development, documentation is part of the project files.
# We can use a globalized `res://` path here as the project isn't exported.
var devel_doc_path = ProjectSettings.globalize_path("res://material_maker/doc/_build/html")
for p in [ release_doc_path, devel_doc_path ]:
var file = File.new()
if file.file_exists(p+"/index.html"):
return p
return ""
func show_doc() -> void:
var doc_dir = get_doc_dir()
if doc_dir != "":
OS.shell_open(doc_dir+"/index.html")
func show_doc_is_disabled() -> bool:
return get_doc_dir() == ""
func show_library_item_doc() -> void:
var doc_dir : String = get_doc_dir()
if doc_dir != "":
var doc_name = library.get_selected_item_doc_name()
if doc_name != "":
var doc_path : String = doc_dir+"/node_"+doc_name+".html"
OS.shell_open(doc_path)
func show_library_item_doc_is_disabled() -> bool:
return get_doc_dir() == "" or library.get_selected_item_doc_name() == ""
func bug_report() -> void:
OS.shell_open("https://github.com/RodZill4/godot-procedural-textures/issues")
func about() -> void:
var about_box = preload("res://material_maker/widgets/about/about.tscn").instance()
add_child(about_box)
about_box.popup_centered()
func _on_PopupMenu_id_pressed(id) -> void:
var node_type = null
if MENU[id].has("command"):
var command = MENU[id].command
if has_method(command):
call(command)
# Preview
func update_preview() -> void:
hierarchy.update_from_graph_edit(get_current_graph_edit())
var status
need_update = true
if updating:
return
updating = true
while need_update:
need_update = false
status = update_preview_2d()
while status is GDScriptFunctionState:
status = yield(status, "completed")
status = update_preview_3d([ preview_3d, preview_3d_background ])
while status is GDScriptFunctionState:
status = yield(status, "completed")
updating = false
func update_preview_2d(node = null) -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
if node == null:
for n in graph_edit.get_children():
if n is GraphNode and n.selected:
node = n
break
if node != null:
var result = node.generator.render(0, 1024, true)
while result is GDScriptFunctionState:
result = yield(result, "completed")
var tex = ImageTexture.new()
result.copy_to_texture(tex)
result.release()
preview_2d.set_preview_texture(tex)
preview_2d_background.set_preview_texture(tex)
else:
preview_2d.set_preview_texture(null)
preview_2d_background.set_preview_texture(null)
func update_preview_3d(previews : Array) -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null and graph_edit.top_generator != null and graph_edit.top_generator.has_node("Material"):
var gen_material = graph_edit.top_generator.get_node("Material")
var status = gen_material.render_textures()
while status is GDScriptFunctionState:
status = yield(status, "completed")
for p in previews:
gen_material.update_materials(p.get_materials())
var selected_node = null
func on_selected_node_change(node) -> void:
if node != selected_node:
selected_node = node
preview_2d.setup_controls(node.generator if node != null else null)
update_preview_2d(node)
func _on_Projects_tab_changed(tab) -> void:
var new_tab = projects.get_current_tab_control()
if new_tab != current_tab:
if new_tab != null:
for c in get_incoming_connections():
if c.method_name == "update_preview" or c.method_name == "update_preview_2d":
c.source.disconnect(c.signal_name, self, c.method_name)
new_tab.connect("graph_changed", self, "update_preview")
if !new_tab.is_connected("node_selected", self, "on_selected_node_change"):
new_tab.connect("node_selected", self, "on_selected_node_change")
current_tab = new_tab
update_preview()
func on_group_selected(generator) -> void:
var graph_edit : MMGraphEdit = get_current_graph_edit()
if graph_edit != null:
graph_edit.edit_subgraph(generator)
func _exit_tree() -> void:
# Save the window position and size to remember it when restarting the application
config_cache.set_value("window", "screen", OS.current_screen)
config_cache.set_value("window", "maximized", OS.window_maximized || OS.window_fullscreen)
config_cache.set_value("window", "position", OS.window_position)
config_cache.set_value("window", "size", OS.window_size)
layout.save_config(config_cache)
config_cache.save("user://cache.ini")
func _notification(what : int) -> void:
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
dim_window()
func dim_window() -> void:
# Darken the UI to denote that the application is currently exiting
# (it won't respond to user input in this state).
modulate = Color(0.5, 0.5, 0.5)
func show_background_preview_2d(button_pressed):
preview_2d_background.visible = button_pressed
if button_pressed:
preview_3d_background_button.pressed = false
func show_background_preview_3d(button_pressed):
preview_3d_background.visible = button_pressed
preview_3d_background_panel.visible = button_pressed
if button_pressed:
preview_2d_background_button.pressed = false
func generate_screenshots():
var result = library.generate_screenshots(get_current_graph_edit())
while result is GDScriptFunctionState:
result = yield(result, "completed")
print(result)