308dbb8c63
Convenience for a number of cases operating on single values
336 lines
12 KiB
C++
336 lines
12 KiB
C++
/**************************************************************************/
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/* gradient_texture_2d_editor_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gradient_texture_2d_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/gui/editor_spin_slider.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/flow_container.h"
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#include "scene/gui/separator.h"
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#include "scene/resources/gradient_texture.h"
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Point2 GradientTexture2DEdit::_get_handle_pos(const Handle p_handle) {
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// Get the handle's mouse position in pixels relative to offset.
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return (p_handle == HANDLE_FROM ? texture->get_fill_from() : texture->get_fill_to()).clampf(0, 1) * size;
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}
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GradientTexture2DEdit::Handle GradientTexture2DEdit::get_handle_at(const Vector2 &p_pos) {
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Point2 from_pos = _get_handle_pos(HANDLE_FROM);
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Point2 to_pos = _get_handle_pos(HANDLE_TO);
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// If both handles are at the position, grab the one that's closer.
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if (p_pos.distance_squared_to(from_pos) < p_pos.distance_squared_to(to_pos)) {
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return Rect2(from_pos.round() - handle_size / 2, handle_size).has_point(p_pos) ? HANDLE_FROM : HANDLE_NONE;
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} else {
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return Rect2(to_pos.round() - handle_size / 2, handle_size).has_point(p_pos) ? HANDLE_TO : HANDLE_NONE;
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}
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}
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void GradientTexture2DEdit::set_fill_pos(const Vector2 &p_pos) {
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if (p_pos.is_equal_approx(initial_grab_pos)) {
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return;
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}
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const StringName property_name = (grabbed == HANDLE_FROM) ? "fill_from" : "fill_to";
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Move GradientTexture2D Fill Point"));
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undo_redo->add_do_property(texture.ptr(), property_name, p_pos);
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undo_redo->add_undo_property(texture.ptr(), property_name, initial_grab_pos);
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undo_redo->commit_action();
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}
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void GradientTexture2DEdit::gui_input(const Ref<InputEvent> &p_event) {
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const Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid()) {
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if (mb->get_button_index() == MouseButton::LEFT) {
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if (mb->is_pressed()) {
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grabbed = get_handle_at(mb->get_position() - offset);
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if (grabbed != HANDLE_NONE) {
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initial_grab_pos = _get_handle_pos(grabbed) / size;
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queue_redraw();
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}
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} else {
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// Release the handle.
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if (grabbed != HANDLE_NONE) {
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set_fill_pos(_get_handle_pos(grabbed) / size);
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grabbed = HANDLE_NONE;
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queue_redraw();
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}
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}
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}
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if (grabbed != HANDLE_NONE && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
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texture->set((grabbed == HANDLE_FROM) ? SNAME("fill_from") : SNAME("fill_to"), initial_grab_pos);
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grabbed = HANDLE_NONE;
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queue_redraw();
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}
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}
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// Move handle.
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const Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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Vector2 mpos = mm->get_position() - offset;
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Handle handle_at_mpos = get_handle_at(mpos);
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if (hovered != handle_at_mpos) {
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hovered = handle_at_mpos;
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queue_redraw();
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}
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if (grabbed == HANDLE_NONE) {
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return;
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}
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Vector2 new_pos = (mpos / size).clampf(0, 1);
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if (snap_enabled || mm->is_command_or_control_pressed()) {
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new_pos = new_pos.snappedf(1.0 / snap_count);
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}
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// Allow to snap to an axis with Shift.
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if (mm->is_shift_pressed()) {
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Vector2 initial_mpos = initial_grab_pos * size;
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if (Math::abs(mpos.x - initial_mpos.x) > Math::abs(mpos.y - initial_mpos.y)) {
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new_pos.y = initial_grab_pos.y;
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} else {
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new_pos.x = initial_grab_pos.x;
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}
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}
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// Do it directly from the texture so there's no undo/redo until the handle is released.
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texture->set((grabbed == HANDLE_FROM) ? SNAME("fill_from") : SNAME("fill_to"), new_pos);
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}
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}
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void GradientTexture2DEdit::set_texture(Ref<GradientTexture2D> &p_texture) {
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texture = p_texture;
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texture->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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void GradientTexture2DEdit::set_snap_enabled(bool p_snap_enabled) {
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snap_enabled = p_snap_enabled;
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queue_redraw();
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if (texture.is_valid()) {
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if (snap_enabled) {
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texture->set_meta(SNAME("_snap_enabled"), true);
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} else {
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texture->remove_meta(SNAME("_snap_enabled"));
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}
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}
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}
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void GradientTexture2DEdit::set_snap_count(int p_snap_count) {
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snap_count = p_snap_count;
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queue_redraw();
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if (texture.is_valid()) {
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if (snap_count != GradientTexture2DEditor::DEFAULT_SNAP) {
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texture->set_meta(SNAME("_snap_count"), snap_count);
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} else {
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texture->remove_meta(SNAME("_snap_count"));
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}
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}
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}
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void GradientTexture2DEdit::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_MOUSE_EXIT: {
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if (hovered != HANDLE_NONE) {
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hovered = HANDLE_NONE;
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queue_redraw();
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}
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} break;
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case NOTIFICATION_THEME_CHANGED: {
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checkerboard->set_texture(get_editor_theme_icon(SNAME("GuiMiniCheckerboard")));
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} break;
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case NOTIFICATION_DRAW: {
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_draw();
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} break;
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}
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}
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void GradientTexture2DEdit::_draw() {
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if (texture.is_null()) {
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return;
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}
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const Ref<Texture2D> fill_from_icon = get_editor_theme_icon(SNAME("EditorPathSmoothHandle"));
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const Ref<Texture2D> fill_to_icon = get_editor_theme_icon(SNAME("EditorPathSharpHandle"));
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handle_size = fill_from_icon->get_size();
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Size2 rect_size = get_size();
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// Get the size and position to draw the texture and handles at.
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// Subtract handle sizes so they stay inside the preview, but keep the texture's aspect ratio.
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Size2 available_size = rect_size - handle_size;
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Size2 ratio = available_size / texture->get_size();
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size = MIN(ratio.x, ratio.y) * texture->get_size();
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offset = ((rect_size - size) / 2).round();
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checkerboard->set_rect(Rect2(offset, size));
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draw_set_transform(offset);
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draw_texture_rect(texture, Rect2(Point2(), size));
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// Draw grid snap lines.
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if (snap_enabled || (Input::get_singleton()->is_key_pressed(Key::CMD_OR_CTRL) && grabbed != HANDLE_NONE)) {
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const Color line_color = Color(0.5, 0.5, 0.5, 0.5);
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for (int idx = 0; idx < snap_count + 1; idx++) {
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float x = float(idx * size.width) / snap_count;
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float y = float(idx * size.height) / snap_count;
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draw_line(Point2(x, 0), Point2(x, size.height), line_color);
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draw_line(Point2(0, y), Point2(size.width, y), line_color);
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}
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}
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// Draw handles.
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const Color focus_modulate = Color(0.5, 1, 2);
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bool modulate_handle_from = grabbed == HANDLE_FROM || hovered == HANDLE_FROM;
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bool modulate_handle_to = grabbed == HANDLE_TO || hovered == HANDLE_TO;
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draw_texture(fill_from_icon, (_get_handle_pos(HANDLE_FROM) - handle_size / 2).round(), modulate_handle_from ? focus_modulate : Color(1, 1, 1));
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draw_texture(fill_to_icon, (_get_handle_pos(HANDLE_TO) - handle_size / 2).round(), modulate_handle_to ? focus_modulate : Color(1, 1, 1));
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}
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GradientTexture2DEdit::GradientTexture2DEdit() {
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checkerboard = memnew(TextureRect);
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checkerboard->set_stretch_mode(TextureRect::STRETCH_TILE);
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checkerboard->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
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checkerboard->set_draw_behind_parent(true);
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add_child(checkerboard, false, INTERNAL_MODE_FRONT);
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set_custom_minimum_size(Size2(0, 250 * EDSCALE));
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}
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///////////////////////
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const int GradientTexture2DEditor::DEFAULT_SNAP = 10;
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void GradientTexture2DEditor::_reverse_button_pressed() {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Swap GradientTexture2D Fill Points"));
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undo_redo->add_do_property(texture.ptr(), "fill_from", texture->get_fill_to());
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undo_redo->add_do_property(texture.ptr(), "fill_to", texture->get_fill_from());
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undo_redo->add_undo_property(texture.ptr(), "fill_from", texture->get_fill_from());
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undo_redo->add_undo_property(texture.ptr(), "fill_to", texture->get_fill_to());
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undo_redo->commit_action();
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}
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void GradientTexture2DEditor::_set_snap_enabled(bool p_enabled) {
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texture_editor_rect->set_snap_enabled(p_enabled);
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snap_count_edit->set_visible(p_enabled);
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}
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void GradientTexture2DEditor::_set_snap_count(int p_snap_count) {
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texture_editor_rect->set_snap_count(p_snap_count);
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}
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void GradientTexture2DEditor::set_texture(Ref<GradientTexture2D> &p_texture) {
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texture = p_texture;
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texture_editor_rect->set_texture(p_texture);
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}
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void GradientTexture2DEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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case NOTIFICATION_THEME_CHANGED: {
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reverse_button->set_icon(get_editor_theme_icon(SNAME("ReverseGradient")));
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snap_button->set_icon(get_editor_theme_icon(SNAME("SnapGrid")));
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} break;
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case NOTIFICATION_READY: {
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if (texture.is_valid()) {
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// Set snapping settings based on the texture's meta.
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snap_button->set_pressed(texture->get_meta("_snap_enabled", false));
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snap_count_edit->set_value(texture->get_meta("_snap_count", DEFAULT_SNAP));
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}
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} break;
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}
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}
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GradientTexture2DEditor::GradientTexture2DEditor() {
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HFlowContainer *toolbar = memnew(HFlowContainer);
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add_child(toolbar);
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reverse_button = memnew(Button);
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reverse_button->set_tooltip_text(TTR("Swap Gradient Fill Points"));
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toolbar->add_child(reverse_button);
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reverse_button->connect("pressed", callable_mp(this, &GradientTexture2DEditor::_reverse_button_pressed));
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toolbar->add_child(memnew(VSeparator));
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snap_button = memnew(Button);
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snap_button->set_tooltip_text(TTR("Toggle Grid Snap"));
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snap_button->set_toggle_mode(true);
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toolbar->add_child(snap_button);
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snap_button->connect("toggled", callable_mp(this, &GradientTexture2DEditor::_set_snap_enabled));
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snap_count_edit = memnew(EditorSpinSlider);
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snap_count_edit->set_min(2);
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snap_count_edit->set_max(100);
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snap_count_edit->set_value(DEFAULT_SNAP);
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snap_count_edit->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
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toolbar->add_child(snap_count_edit);
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snap_count_edit->connect("value_changed", callable_mp(this, &GradientTexture2DEditor::_set_snap_count));
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texture_editor_rect = memnew(GradientTexture2DEdit);
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add_child(texture_editor_rect);
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set_mouse_filter(MOUSE_FILTER_STOP);
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_set_snap_enabled(snap_button->is_pressed());
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_set_snap_count(snap_count_edit->get_value());
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}
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///////////////////////
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bool EditorInspectorPluginGradientTexture2D::can_handle(Object *p_object) {
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return Object::cast_to<GradientTexture2D>(p_object) != nullptr;
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}
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void EditorInspectorPluginGradientTexture2D::parse_begin(Object *p_object) {
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GradientTexture2D *texture = Object::cast_to<GradientTexture2D>(p_object);
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if (!texture) {
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return;
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}
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Ref<GradientTexture2D> t(texture);
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GradientTexture2DEditor *editor = memnew(GradientTexture2DEditor);
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editor->set_texture(t);
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add_custom_control(editor);
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}
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///////////////////////
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GradientTexture2DEditorPlugin::GradientTexture2DEditorPlugin() {
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Ref<EditorInspectorPluginGradientTexture2D> plugin;
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plugin.instantiate();
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add_inspector_plugin(plugin);
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}
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