/**************************************************************************/ /* gradient_texture_2d_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gradient_texture_2d_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "editor/editor_undo_redo_manager.h" #include "editor/gui/editor_spin_slider.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/flow_container.h" #include "scene/gui/separator.h" #include "scene/resources/gradient_texture.h" Point2 GradientTexture2DEdit::_get_handle_pos(const Handle p_handle) { // Get the handle's mouse position in pixels relative to offset. return (p_handle == HANDLE_FROM ? texture->get_fill_from() : texture->get_fill_to()).clamp(Vector2(), Vector2(1, 1)) * size; } GradientTexture2DEdit::Handle GradientTexture2DEdit::get_handle_at(const Vector2 &p_pos) { Point2 from_pos = _get_handle_pos(HANDLE_FROM); Point2 to_pos = _get_handle_pos(HANDLE_TO); // If both handles are at the position, grab the one that's closer. if (p_pos.distance_squared_to(from_pos) < p_pos.distance_squared_to(to_pos)) { return Rect2(from_pos.round() - handle_size / 2, handle_size).has_point(p_pos) ? HANDLE_FROM : HANDLE_NONE; } else { return Rect2(to_pos.round() - handle_size / 2, handle_size).has_point(p_pos) ? HANDLE_TO : HANDLE_NONE; } } void GradientTexture2DEdit::set_fill_pos(const Vector2 &p_pos) { if (p_pos.is_equal_approx(initial_grab_pos)) { return; } const StringName property_name = (grabbed == HANDLE_FROM) ? "fill_from" : "fill_to"; EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); undo_redo->create_action(TTR("Move GradientTexture2D Fill Point")); undo_redo->add_do_property(texture.ptr(), property_name, p_pos); undo_redo->add_undo_property(texture.ptr(), property_name, initial_grab_pos); undo_redo->commit_action(); } void GradientTexture2DEdit::gui_input(const Ref &p_event) { const Ref mb = p_event; if (mb.is_valid()) { if (mb->get_button_index() == MouseButton::LEFT) { if (mb->is_pressed()) { grabbed = get_handle_at(mb->get_position() - offset); if (grabbed != HANDLE_NONE) { initial_grab_pos = _get_handle_pos(grabbed) / size; queue_redraw(); } } else { // Release the handle. if (grabbed != HANDLE_NONE) { set_fill_pos(_get_handle_pos(grabbed) / size); grabbed = HANDLE_NONE; queue_redraw(); } } } if (grabbed != HANDLE_NONE && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) { texture->set((grabbed == HANDLE_FROM) ? SNAME("fill_from") : SNAME("fill_to"), initial_grab_pos); grabbed = HANDLE_NONE; queue_redraw(); } } // Move handle. const Ref mm = p_event; if (mm.is_valid()) { Vector2 mpos = mm->get_position() - offset; Handle handle_at_mpos = get_handle_at(mpos); if (hovered != handle_at_mpos) { hovered = handle_at_mpos; queue_redraw(); } if (grabbed == HANDLE_NONE) { return; } Vector2 new_pos = (mpos / size).clamp(Vector2(0, 0), Vector2(1, 1)); if (snap_enabled || mm->is_command_or_control_pressed()) { new_pos = new_pos.snapped(Vector2(1.0 / snap_count, 1.0 / snap_count)); } // Allow to snap to an axis with Shift. if (mm->is_shift_pressed()) { Vector2 initial_mpos = initial_grab_pos * size; if (Math::abs(mpos.x - initial_mpos.x) > Math::abs(mpos.y - initial_mpos.y)) { new_pos.y = initial_grab_pos.y; } else { new_pos.x = initial_grab_pos.x; } } // Do it directly from the texture so there's no undo/redo until the handle is released. texture->set((grabbed == HANDLE_FROM) ? SNAME("fill_from") : SNAME("fill_to"), new_pos); } } void GradientTexture2DEdit::set_texture(Ref &p_texture) { texture = p_texture; texture->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw)); } void GradientTexture2DEdit::set_snap_enabled(bool p_snap_enabled) { snap_enabled = p_snap_enabled; queue_redraw(); if (texture.is_valid()) { if (snap_enabled) { texture->set_meta(SNAME("_snap_enabled"), true); } else { texture->remove_meta(SNAME("_snap_enabled")); } } } void GradientTexture2DEdit::set_snap_count(int p_snap_count) { snap_count = p_snap_count; queue_redraw(); if (texture.is_valid()) { if (snap_count != GradientTexture2DEditor::DEFAULT_SNAP) { texture->set_meta(SNAME("_snap_count"), snap_count); } else { texture->remove_meta(SNAME("_snap_count")); } } } void GradientTexture2DEdit::_notification(int p_what) { switch (p_what) { case NOTIFICATION_MOUSE_EXIT: { if (hovered != HANDLE_NONE) { hovered = HANDLE_NONE; queue_redraw(); } } break; case NOTIFICATION_THEME_CHANGED: { checkerboard->set_texture(get_editor_theme_icon(SNAME("GuiMiniCheckerboard"))); } break; case NOTIFICATION_DRAW: { _draw(); } break; } } void GradientTexture2DEdit::_draw() { if (texture.is_null()) { return; } const Ref fill_from_icon = get_editor_theme_icon(SNAME("EditorPathSmoothHandle")); const Ref fill_to_icon = get_editor_theme_icon(SNAME("EditorPathSharpHandle")); handle_size = fill_from_icon->get_size(); Size2 rect_size = get_size(); // Get the size and position to draw the texture and handles at. // Subtract handle sizes so they stay inside the preview, but keep the texture's aspect ratio. Size2 available_size = rect_size - handle_size; Size2 ratio = available_size / texture->get_size(); size = MIN(ratio.x, ratio.y) * texture->get_size(); offset = ((rect_size - size) / 2).round(); checkerboard->set_rect(Rect2(offset, size)); draw_set_transform(offset); draw_texture_rect(texture, Rect2(Point2(), size)); // Draw grid snap lines. if (snap_enabled || (Input::get_singleton()->is_key_pressed(Key::CMD_OR_CTRL) && grabbed != HANDLE_NONE)) { const Color line_color = Color(0.5, 0.5, 0.5, 0.5); for (int idx = 0; idx < snap_count + 1; idx++) { float x = float(idx * size.width) / snap_count; float y = float(idx * size.height) / snap_count; draw_line(Point2(x, 0), Point2(x, size.height), line_color); draw_line(Point2(0, y), Point2(size.width, y), line_color); } } // Draw handles. const Color focus_modulate = Color(0.5, 1, 2); bool modulate_handle_from = grabbed == HANDLE_FROM || hovered == HANDLE_FROM; bool modulate_handle_to = grabbed == HANDLE_TO || hovered == HANDLE_TO; draw_texture(fill_from_icon, (_get_handle_pos(HANDLE_FROM) - handle_size / 2).round(), modulate_handle_from ? focus_modulate : Color(1, 1, 1)); draw_texture(fill_to_icon, (_get_handle_pos(HANDLE_TO) - handle_size / 2).round(), modulate_handle_to ? focus_modulate : Color(1, 1, 1)); } GradientTexture2DEdit::GradientTexture2DEdit() { checkerboard = memnew(TextureRect); checkerboard->set_stretch_mode(TextureRect::STRETCH_TILE); checkerboard->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE); checkerboard->set_draw_behind_parent(true); add_child(checkerboard, false, INTERNAL_MODE_FRONT); set_custom_minimum_size(Size2(0, 250 * EDSCALE)); } /////////////////////// const int GradientTexture2DEditor::DEFAULT_SNAP = 10; void GradientTexture2DEditor::_reverse_button_pressed() { EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); undo_redo->create_action(TTR("Swap GradientTexture2D Fill Points")); undo_redo->add_do_property(texture.ptr(), "fill_from", texture->get_fill_to()); undo_redo->add_do_property(texture.ptr(), "fill_to", texture->get_fill_from()); undo_redo->add_undo_property(texture.ptr(), "fill_from", texture->get_fill_from()); undo_redo->add_undo_property(texture.ptr(), "fill_to", texture->get_fill_to()); undo_redo->commit_action(); } void GradientTexture2DEditor::_set_snap_enabled(bool p_enabled) { texture_editor_rect->set_snap_enabled(p_enabled); snap_count_edit->set_visible(p_enabled); } void GradientTexture2DEditor::_set_snap_count(int p_snap_count) { texture_editor_rect->set_snap_count(p_snap_count); } void GradientTexture2DEditor::set_texture(Ref &p_texture) { texture = p_texture; texture_editor_rect->set_texture(p_texture); } void GradientTexture2DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: case NOTIFICATION_THEME_CHANGED: { reverse_button->set_icon(get_editor_theme_icon(SNAME("ReverseGradient"))); snap_button->set_icon(get_editor_theme_icon(SNAME("SnapGrid"))); } break; case NOTIFICATION_READY: { if (texture.is_valid()) { // Set snapping settings based on the texture's meta. snap_button->set_pressed(texture->get_meta("_snap_enabled", false)); snap_count_edit->set_value(texture->get_meta("_snap_count", DEFAULT_SNAP)); } } break; } } GradientTexture2DEditor::GradientTexture2DEditor() { HFlowContainer *toolbar = memnew(HFlowContainer); add_child(toolbar); reverse_button = memnew(Button); reverse_button->set_tooltip_text(TTR("Swap Gradient Fill Points")); toolbar->add_child(reverse_button); reverse_button->connect("pressed", callable_mp(this, &GradientTexture2DEditor::_reverse_button_pressed)); toolbar->add_child(memnew(VSeparator)); snap_button = memnew(Button); snap_button->set_tooltip_text(TTR("Toggle Grid Snap")); snap_button->set_toggle_mode(true); toolbar->add_child(snap_button); snap_button->connect("toggled", callable_mp(this, &GradientTexture2DEditor::_set_snap_enabled)); snap_count_edit = memnew(EditorSpinSlider); snap_count_edit->set_min(2); snap_count_edit->set_max(100); snap_count_edit->set_value(DEFAULT_SNAP); snap_count_edit->set_custom_minimum_size(Size2(65 * EDSCALE, 0)); toolbar->add_child(snap_count_edit); snap_count_edit->connect("value_changed", callable_mp(this, &GradientTexture2DEditor::_set_snap_count)); texture_editor_rect = memnew(GradientTexture2DEdit); add_child(texture_editor_rect); set_mouse_filter(MOUSE_FILTER_STOP); _set_snap_enabled(snap_button->is_pressed()); _set_snap_count(snap_count_edit->get_value()); } /////////////////////// bool EditorInspectorPluginGradientTexture2D::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginGradientTexture2D::parse_begin(Object *p_object) { GradientTexture2D *texture = Object::cast_to(p_object); if (!texture) { return; } Ref t(texture); GradientTexture2DEditor *editor = memnew(GradientTexture2DEditor); editor->set_texture(t); add_custom_control(editor); } /////////////////////// GradientTexture2DEditorPlugin::GradientTexture2DEditorPlugin() { Ref plugin; plugin.instantiate(); add_inspector_plugin(plugin); }