mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
158 lines
4.6 KiB
GDScript
158 lines
4.6 KiB
GDScript
extends Control
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class_name MMGradientEditor
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class GradientCursor:
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extends Control
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var color : Color
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const WIDTH : int = 10
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func _ready() -> void:
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rect_position = Vector2(0, 15)
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rect_size = Vector2(WIDTH, 15)
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func _draw() -> void:
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var polygon : PoolVector2Array = PoolVector2Array([Vector2(0, 5), Vector2(WIDTH/2, 0), Vector2(WIDTH, 5), Vector2(WIDTH, 15), Vector2(0, 15)])
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var c = color
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c.a = 1.0
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draw_colored_polygon(polygon, c)
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func _gui_input(ev) -> void:
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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() -> Vector2:
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return rect_position.x / (get_parent().rect_size.x - WIDTH)
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func set_color(c) -> void:
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color = c
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get_parent().update_value()
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update()
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static func sort(a, b) -> bool:
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return a.get_position() < b.get_position()
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var value = null setget set_value
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export var embedded : bool = true
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signal updated(value)
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func _ready() -> void:
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$Gradient.material = $Gradient.material.duplicate(true)
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set_value(MMGradient.new())
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func get_gradient_from_data(data):
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if typeof(data) == TYPE_ARRAY:
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return data
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elif typeof(data) == TYPE_DICTIONARY:
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if data.has("parameters") and data.parameters.has("gradient"):
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return data.parameters.gradient
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if data.has("type") and data.type == "Gradient":
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return data
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return null
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func get_drag_data(position : Vector2):
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var data = MMType.serialize_value(value)
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var preview = ColorRect.new()
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preview.rect_size = Vector2(64, 24)
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preview.material = $Gradient.material
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set_drag_preview(preview)
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return data
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func can_drop_data(position : Vector2, data) -> bool:
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return get_gradient_from_data(data) != null
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func drop_data(position : Vector2, data) -> void:
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var gradient = get_gradient_from_data(data)
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if gradient != null:
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set_value(MMType.deserialize_value(gradient))
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func set_value(v) -> void:
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value = v
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for c in get_children():
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if c is GradientCursor:
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remove_child(c)
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c.free()
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for p in value.points:
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add_cursor(p.v*(rect_size.x-GradientCursor.WIDTH), p.c)
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$Interpolation.selected = value.interpolation
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update_shader()
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func update_value() -> void:
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value.clear()
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for c in get_children():
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if c is GradientCursor:
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value.add_point(c.rect_position.x/(rect_size.x-GradientCursor.WIDTH), c.color)
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update_shader()
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func add_cursor(x, color) -> void:
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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) -> void:
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if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick:
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if ev.position.y > 15:
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var p = clamp(ev.position.x, 0, 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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elif embedded:
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var popup = load("res://material_maker/widgets/gradient_popup.tscn").instance()
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add_child(popup)
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var popup_size = popup.rect_size
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popup.popup(Rect2(ev.global_position, Vector2(0, 0)))
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popup.set_global_position(ev.global_position-Vector2(popup_size.x / 2, popup_size.y))
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popup.init(value)
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popup.connect("updated", self, "set_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) -> void:
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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() -> void:
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$Gradient/Popup/ColorPicker.disconnect("color_changed", active_cursor, "set_color")
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# Calculating a color from the gradient and generating the shader
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func get_sorted_cursors() -> Array:
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var array = []
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for c in get_children():
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if c is GradientCursor:
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array.append(c)
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array.sort_custom(GradientCursor, "sort")
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return array
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func get_gradient_color(x) -> Color:
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return value.get_color(x / (rect_size.x - GradientCursor.WIDTH))
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func update_shader() -> void:
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var shader
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shader = "shader_type canvas_item;\n"
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shader += value.get_shader("gradient")
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shader += "void fragment() { COLOR = gradient(UV.x); }"
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$Gradient.material.shader.set_code(shader)
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emit_signal("updated", value)
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func _on_Interpolation_item_selected(ID) -> void:
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value.interpolation = ID
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update_shader()
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