godot/editor/plugins/gradient_texture_2d_editor_plugin.cpp
A Thousand Ships 308dbb8c63
[Core] Add scalar versions of Vector* min/max/clamp/snap(ped)
Convenience for a number of cases operating on single values
2024-05-02 10:31:13 +02:00

336 lines
12 KiB
C++

/**************************************************************************/
/* 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_undo_redo_manager.h"
#include "editor/gui/editor_spin_slider.h"
#include "editor/themes/editor_scale.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()).clampf(0, 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<InputEvent> &p_event) {
const Ref<InputEventMouseButton> 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<InputEventMouseMotion> 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).clampf(0, 1);
if (snap_enabled || mm->is_command_or_control_pressed()) {
new_pos = new_pos.snappedf(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<GradientTexture2D> &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<Texture2D> fill_from_icon = get_editor_theme_icon(SNAME("EditorPathSmoothHandle"));
const Ref<Texture2D> 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<GradientTexture2D> &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<GradientTexture2D>(p_object) != nullptr;
}
void EditorInspectorPluginGradientTexture2D::parse_begin(Object *p_object) {
GradientTexture2D *texture = Object::cast_to<GradientTexture2D>(p_object);
if (!texture) {
return;
}
Ref<GradientTexture2D> t(texture);
GradientTexture2DEditor *editor = memnew(GradientTexture2DEditor);
editor->set_texture(t);
add_custom_control(editor);
}
///////////////////////
GradientTexture2DEditorPlugin::GradientTexture2DEditorPlugin() {
Ref<EditorInspectorPluginGradientTexture2D> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}