gfolf2/addons/terrain_3d/src/asset_dock.gd

837 lines
25 KiB
GDScript

@tool
extends PanelContainer
#class_name Terrain3DAssetDock
signal confirmation_closed
signal confirmation_confirmed
signal confirmation_canceled
const ES_DOCK_SLOT: String = "terrain3d/dock/slot"
const ES_DOCK_TILE_SIZE: String = "terrain3d/dock/tile_size"
const ES_DOCK_FLOATING: String = "terrain3d/dock/floating"
const ES_DOCK_PINNED: String = "terrain3d/dock/always_on_top"
const ES_DOCK_WINDOW_POSITION: String = "terrain3d/dock/window_position"
const ES_DOCK_WINDOW_SIZE: String = "terrain3d/dock/window_size"
const ES_DOCK_TAB: String = "terrain3d/dock/tab"
var texture_list: ListContainer
var mesh_list: ListContainer
var _current_list: ListContainer
var _last_thumb_update_time: int = 0
const MAX_UPDATE_TIME: int = 1000
var placement_opt: OptionButton
var floating_btn: Button
var pinned_btn: Button
var size_slider: HSlider
var box: BoxContainer
var buttons: BoxContainer
var textures_btn: Button
var meshes_btn: Button
var asset_container: ScrollContainer
var confirm_dialog: ConfirmationDialog
var _confirmed: bool = false
# Used only for editor, so change to single visible/hiddden
enum {
HIDDEN = -1,
SIDEBAR = 0,
BOTTOM = 1,
WINDOWED = 2,
}
var state: int = HIDDEN
enum {
POS_LEFT_UL = 0,
POS_LEFT_BL = 1,
POS_LEFT_UR = 2,
POS_LEFT_BR = 3,
POS_RIGHT_UL = 4,
POS_RIGHT_BL = 5,
POS_RIGHT_UR = 6,
POS_RIGHT_BR = 7,
POS_BOTTOM = 8,
POS_MAX = 9,
}
var slot: int = POS_RIGHT_BR
var _initialized: bool = false
var plugin: EditorPlugin
var window: Window
var _godot_last_state: Window.Mode = Window.MODE_FULLSCREEN
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_godot_last_state = plugin.godot_editor_window.mode
placement_opt = $Box/Buttons/PlacementOpt
pinned_btn = $Box/Buttons/Pinned
floating_btn = $Box/Buttons/Floating
floating_btn.owner = null
size_slider = $Box/Buttons/SizeSlider
size_slider.owner = null
box = $Box
buttons = $Box/Buttons
textures_btn = $Box/Buttons/TexturesBtn
meshes_btn = $Box/Buttons/MeshesBtn
asset_container = $Box/ScrollContainer
texture_list = ListContainer.new()
texture_list.plugin = plugin
texture_list.type = Terrain3DAssets.TYPE_TEXTURE
asset_container.add_child(texture_list)
mesh_list = ListContainer.new()
mesh_list.plugin = plugin
mesh_list.type = Terrain3DAssets.TYPE_MESH
mesh_list.visible = false
asset_container.add_child(mesh_list)
_current_list = texture_list
load_editor_settings()
# Connect signals
resized.connect(update_layout)
textures_btn.pressed.connect(_on_textures_pressed)
meshes_btn.pressed.connect(_on_meshes_pressed)
placement_opt.item_selected.connect(set_slot)
floating_btn.pressed.connect(make_dock_float)
pinned_btn.toggled.connect(_on_pin_changed)
pinned_btn.visible = ( window != null )
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
meshes_btn.add_theme_font_size_override("font_size", 16 * EditorInterface.get_editor_scale())
textures_btn.add_theme_font_size_override("font_size", 16 * EditorInterface.get_editor_scale())
_initialized = true
update_dock()
update_layout()
func _ready() -> void:
if not _initialized:
return
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
# Avoid saving icon resources in tscn when editing w/ a tool script
if EditorInterface.get_edited_scene_root() != self:
pinned_btn.icon = get_theme_icon("Pin", "EditorIcons")
pinned_btn.text = ""
floating_btn.icon = get_theme_icon("MakeFloating", "EditorIcons")
floating_btn.text = ""
update_thumbnails()
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): _confirmed = true; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_confirmed") )
confirm_dialog.canceled.connect(func(): _confirmed = false; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_canceled") )
func get_current_list() -> ListContainer:
return _current_list
## Dock placement
func set_slot(p_slot: int) -> void:
p_slot = clamp(p_slot, 0, POS_MAX-1)
if slot != p_slot:
slot = p_slot
placement_opt.selected = slot
save_editor_settings()
plugin.select_terrain()
update_dock()
func remove_dock(p_force: bool = false) -> void:
if state == SIDEBAR:
plugin.remove_control_from_docks(self)
state = HIDDEN
elif state == BOTTOM:
plugin.remove_control_from_bottom_panel(self)
state = HIDDEN
# If windowed and destination is not window or final exit, otherwise leave
elif state == WINDOWED and p_force and window:
var parent: Node = get_parent()
if parent:
parent.remove_child(self)
plugin.godot_editor_window.mouse_entered.disconnect(_on_godot_window_entered)
plugin.godot_editor_window.focus_entered.disconnect(_on_godot_focus_entered)
plugin.godot_editor_window.focus_exited.disconnect(_on_godot_focus_exited)
window.hide()
window.queue_free()
window = null
floating_btn.button_pressed = false
floating_btn.visible = true
pinned_btn.visible = false
placement_opt.visible = true
state = HIDDEN
update_dock() # return window to side/bottom
func update_dock() -> void:
if not _initialized or window:
return
update_assets()
# Move dock to new destination
remove_dock()
# Sidebar
if slot < POS_BOTTOM:
state = SIDEBAR
plugin.add_control_to_dock(slot, self)
# Bottom
elif slot == POS_BOTTOM:
state = BOTTOM
plugin.add_control_to_bottom_panel(self, "Terrain3D")
plugin.make_bottom_panel_item_visible(self)
func update_layout() -> void:
if not _initialized:
return
# Detect if we have a new window from Make floating, grab it so we can free it properly
if not window and get_parent() and get_parent().get_parent() is Window:
window = get_parent().get_parent()
make_dock_float()
return # Will call this function again upon display
var size_parent: Control = size_slider.get_parent()
# Vertical layout in window / sidebar
if window or slot < POS_BOTTOM:
box.vertical = true
buttons.vertical = false
if size.x >= 500 and size_parent != buttons:
size_slider.reparent(buttons)
buttons.move_child(size_slider, 3)
elif size.x < 500 and size_parent != box:
size_slider.reparent(box)
box.move_child(size_slider, 1)
floating_btn.reparent(buttons)
buttons.move_child(floating_btn, 4)
# Wide layout on bottom bar
else:
size_slider.reparent(buttons)
buttons.move_child(size_slider, 3)
floating_btn.reparent(box)
box.vertical = false
buttons.vertical = true
save_editor_settings()
func update_thumbnails() -> void:
if not is_instance_valid(plugin.terrain):
return
if _current_list.type == Terrain3DAssets.TYPE_MESH and \
Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME:
plugin.terrain.assets.create_mesh_thumbnails()
_last_thumb_update_time = Time.get_ticks_msec()
for mesh_asset in mesh_list.entries:
mesh_asset.queue_redraw()
## Dock Button handlers
func _on_pin_changed(toggled: bool) -> void:
if window:
window.always_on_top = pinned_btn.button_pressed
save_editor_settings()
func _on_slider_changed(value: float) -> void:
if texture_list:
texture_list.set_entry_width(value)
if mesh_list:
mesh_list.set_entry_width(value)
save_editor_settings()
func _on_textures_pressed() -> void:
_current_list = texture_list
texture_list.update_asset_list()
texture_list.visible = true
mesh_list.visible = false
textures_btn.button_pressed = true
meshes_btn.button_pressed = false
texture_list.set_selected_id(texture_list.selected_id)
if plugin.is_terrain_valid():
EditorInterface.edit_node(plugin.terrain)
save_editor_settings()
func _on_meshes_pressed() -> void:
_current_list = mesh_list
mesh_list.update_asset_list()
mesh_list.visible = true
texture_list.visible = false
meshes_btn.button_pressed = true
textures_btn.button_pressed = false
mesh_list.set_selected_id(mesh_list.selected_id)
if plugin.is_terrain_valid():
EditorInterface.edit_node(plugin.terrain)
update_thumbnails()
save_editor_settings()
func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
_on_textures_pressed()
## Update Dock Contents
func update_assets() -> void:
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
plugin.terrain.assets.textures_changed.connect(texture_list.update_asset_list)
if not plugin.terrain.assets.meshes_changed.is_connected(mesh_list.update_asset_list):
plugin.terrain.assets.meshes_changed.connect(mesh_list.update_asset_list)
_current_list.update_asset_list()
## Window Management
func make_dock_float() -> void:
# If not already created (eg from editor panel 'Make Floating' button)
if not window:
remove_dock()
create_window()
state = WINDOWED
visible = true # Asset dock contents are hidden when popping out of the bottom!
pinned_btn.visible = true
floating_btn.visible = false
placement_opt.visible = false
window.title = "Terrain3D Asset Dock"
window.always_on_top = pinned_btn.button_pressed
window.close_requested.connect(remove_dock.bind(true))
window.window_input.connect(_on_window_input)
window.focus_exited.connect(save_editor_settings)
window.mouse_exited.connect(save_editor_settings)
window.size_changed.connect(save_editor_settings)
plugin.godot_editor_window.mouse_entered.connect(_on_godot_window_entered)
plugin.godot_editor_window.focus_entered.connect(_on_godot_focus_entered)
plugin.godot_editor_window.focus_exited.connect(_on_godot_focus_exited)
plugin.godot_editor_window.grab_focus()
update_assets()
save_editor_settings()
func create_window() -> void:
window = Window.new()
window.wrap_controls = true
var mc := MarginContainer.new()
mc.set_anchors_preset(PRESET_FULL_RECT, false)
mc.add_child(self)
window.add_child(mc)
window.set_transient(false)
window.set_size(plugin.get_setting(ES_DOCK_WINDOW_SIZE, Vector2i(512, 512)))
window.set_position(plugin.get_setting(ES_DOCK_WINDOW_POSITION, Vector2i(704, 284)))
plugin.add_child(window)
window.show()
func clamp_window_position() -> void:
if window and window.visible:
var bounds: Vector2i
if EditorInterface.get_editor_settings().get_setting("interface/editor/single_window_mode"):
bounds = EditorInterface.get_base_control().size
else:
bounds = DisplayServer.screen_get_position(window.current_screen)
bounds += DisplayServer.screen_get_size(window.current_screen)
var margin: int = 40
window.position.x = clamp(window.position.x, -window.size.x + 2*margin, bounds.x - margin)
window.position.y = clamp(window.position.y, 25, bounds.y - margin)
func _on_window_input(event: InputEvent) -> void:
# Capture CTRL+S when doc focused to save scene
if event is InputEventKey and event.keycode == KEY_S and event.pressed and event.is_command_or_control_pressed():
save_editor_settings()
EditorInterface.save_scene()
func _on_godot_window_entered() -> void:
if is_instance_valid(window) and window.has_focus():
plugin.godot_editor_window.grab_focus()
func _on_godot_focus_entered() -> void:
# If asset dock is windowed, and Godot was minimized, and now is not, restore asset dock window
if is_instance_valid(window):
if _godot_last_state == Window.MODE_MINIMIZED and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED:
window.show()
_godot_last_state = plugin.godot_editor_window.mode
plugin.godot_editor_window.grab_focus()
func _on_godot_focus_exited() -> void:
if is_instance_valid(window) and plugin.godot_editor_window.mode == Window.MODE_MINIMIZED:
window.hide()
_godot_last_state = plugin.godot_editor_window.mode
## Manage Editor Settings
func load_editor_settings() -> void:
floating_btn.button_pressed = plugin.get_setting(ES_DOCK_FLOATING, false)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
size_slider.value = plugin.get_setting(ES_DOCK_TILE_SIZE, 83)
_on_slider_changed(size_slider.value)
set_slot(plugin.get_setting(ES_DOCK_SLOT, POS_BOTTOM))
if floating_btn.button_pressed:
make_dock_float()
# TODO Don't save tab until thumbnail generation more reliable
#if plugin.get_setting(ES_DOCK_TAB, 0) == 1:
# _on_meshes_pressed()
func save_editor_settings() -> void:
if not _initialized:
return
clamp_window_position()
plugin.set_setting(ES_DOCK_SLOT, slot)
plugin.set_setting(ES_DOCK_TILE_SIZE, size_slider.value)
plugin.set_setting(ES_DOCK_FLOATING, floating_btn.button_pressed)
plugin.set_setting(ES_DOCK_PINNED, pinned_btn.button_pressed)
# TODO Don't save tab until thumbnail generation more reliable
# plugin.set_setting(ES_DOCK_TAB, 0 if _current_list == texture_list else 1)
if window:
plugin.set_setting(ES_DOCK_WINDOW_SIZE, window.size)
plugin.set_setting(ES_DOCK_WINDOW_POSITION, window.position)
##############################################################
## class ListContainer
##############################################################
class ListContainer extends Container:
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
var selected_id: int = 0
var height: float = 0
var width: float = 83
var focus_style: StyleBox
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
focus_style = get_theme_stylebox("focus", "Button").duplicate()
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
clear()
# Grab terrain
var t: Terrain3D
if plugin.is_terrain_valid():
t = plugin.terrain
elif is_instance_valid(plugin._last_terrain) and plugin.is_terrain_valid(plugin._last_terrain):
t = plugin._last_terrain
else:
return
if not t.assets:
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
var texture: Terrain3DTextureAsset = t.assets.get_texture(i)
add_item(texture)
if texture_count < Terrain3DAssets.MAX_TEXTURES:
add_item()
else:
var mesh_count: int = t.assets.get_mesh_count()
for i in mesh_count:
var mesh: Terrain3DMeshAsset = t.assets.get_mesh_asset(i)
add_item(mesh, t.assets)
if mesh_count < Terrain3DAssets.MAX_MESHES:
add_item()
if selected_id >= mesh_count or selected_id < 0:
set_selected_id(0)
func add_item(p_resource: Resource = null, p_assets: Terrain3DAssets = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
var id: int = entries.size()
entry.set_edited_resource(p_resource)
entry.hovered.connect(_on_resource_hovered.bind(id))
entry.selected.connect(set_selected_id.bind(id))
entry.inspected.connect(_on_resource_inspected)
entry.changed.connect(_on_resource_changed.bind(id))
entry.type = type
entry.asset_list = p_assets
add_child(entry)
entries.push_back(entry)
if p_resource:
entry.set_selected(id == selected_id)
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func set_selected_id(p_id: int) -> void:
selected_id = p_id
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.select_terrain()
# Select Paint tool if clicking a texture
if type == Terrain3DAssets.TYPE_TEXTURE and \
not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintBaseTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
# Update editor with selected brush
plugin.ui._on_setting_changed()
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().create_timer(.01).timeout
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource:
var asset_dock: Control = get_parent().get_parent().get_parent()
if type == Terrain3DAssets.TYPE_TEXTURE:
asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this texture?"
else:
asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this mesh and delete all instances?"
asset_dock.confirm_dialog.popup_centered()
await asset_dock.confirmation_closed
if not asset_dock._confirmed:
update_asset_list()
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().create_timer(.01).timeout
if plugin.is_terrain_valid():
if type == Terrain3DAssets.TYPE_TEXTURE:
plugin.terrain.get_assets().set_texture(p_id, p_resource)
else:
plugin.terrain.get_assets().set_mesh_asset(p_id, p_resource)
await get_tree().create_timer(.01).timeout
plugin.terrain.assets.create_mesh_thumbnails(p_id)
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
# If null resource, remove last
if not p_resource:
var last_offset: int = 2
if p_id == entries.size()-2:
last_offset = 3
set_selected_id(clamp(selected_id, 0, entries.size() - last_offset))
# Update editor with selected brush
plugin.ui._on_setting_changed()
func get_selected_id() -> int:
return selected_id
func set_entry_width(value: float) -> void:
width = clamp(value, 56, 230)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
var id: int = 0
var separation: float = 4
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
for c in get_children():
if is_instance_valid(c):
c.size = Vector2(width, width) - Vector2(separation, separation)
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
height = max(height, c.position.y + width)
id += 1
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
##############################################################
## class ListEntry
##############################################################
class ListEntry extends VBoxContainer:
signal hovered()
signal selected()
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
var drop_data: bool = false
var is_hovered: bool = false
var is_selected: bool = false
var asset_list: Terrain3DAssets
var button_clear: TextureButton
var button_edit: TextureButton
var name_label: Label
@onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons")
@onready var clear_icon: Texture2D = get_theme_icon("Close", "EditorIcons")
@onready var edit_icon: Texture2D = get_theme_icon("Edit", "EditorIcons")
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
var focus_style: StyleBox
func _ready() -> void:
var icon_size: Vector2 = Vector2(12, 12)
button_clear = TextureButton.new()
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
button_clear.set_visible(resource != null)
button_clear.pressed.connect(clear)
add_child(button_clear)
button_edit = TextureButton.new()
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
button_edit.set_visible(resource != null)
button_edit.pressed.connect(edit)
add_child(button_edit)
name_label = Label.new()
add_child(name_label, true)
name_label.visible = false
name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
name_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
name_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
name_label.add_theme_color_override("font_shadow_color", Color.BLACK)
name_label.add_theme_constant_override("shadow_offset_x", 1)
name_label.add_theme_constant_override("shadow_offset_y", 1)
name_label.add_theme_font_size_override("font_size", 15)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
if type == Terrain3DAssets.TYPE_TEXTURE:
name_label.text = "Add Texture"
else:
name_label.text = "Add Mesh"
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_DRAW:
var rect: Rect2 = Rect2(Vector2.ZERO, get_size())
if !resource:
draw_style_box(background, rect)
draw_texture(add_icon, (get_size() / 2) - (add_icon.get_size() / 2))
else:
if type == Terrain3DAssets.TYPE_TEXTURE:
name_label.text = (resource as Terrain3DTextureAsset).get_name()
self_modulate = resource.get_albedo_color()
_thumbnail = resource.get_albedo_texture()
if _thumbnail:
draw_texture_rect(_thumbnail, rect, false)
texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
else:
name_label.text = (resource as Terrain3DMeshAsset).get_name()
var id: int = (resource as Terrain3DMeshAsset).get_id()
_thumbnail = resource.get_thumbnail()
if _thumbnail:
draw_texture_rect(_thumbnail, rect, false)
texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS
else:
draw_rect(rect, Color(.15, .15, .15, 1.))
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x/10)
if drop_data:
draw_style_box(focus_style, rect)
if is_hovered:
draw_rect(rect, Color(1, 1, 1, 0.2))
if is_selected:
draw_style_box(focus_style, rect)
NOTIFICATION_MOUSE_ENTER:
is_hovered = true
name_label.visible = true
emit_signal("hovered")
queue_redraw()
NOTIFICATION_MOUSE_EXIT:
is_hovered = false
name_label.visible = false
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
match p_event.get_button_index():
MOUSE_BUTTON_LEFT:
# If `Add new` is clicked
if !resource:
if type == Terrain3DAssets.TYPE_TEXTURE:
set_edited_resource(Terrain3DTextureAsset.new(), false)
else:
set_edited_resource(Terrain3DMeshAsset.new(), false)
edit()
else:
emit_signal("selected")
MOUSE_BUTTON_RIGHT:
if resource:
edit()
MOUSE_BUTTON_MIDDLE:
if resource:
clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
if p_data.files.size() == 1:
queue_redraw()
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
if res is Texture2D and type == Terrain3DAssets.TYPE_TEXTURE:
var ta := Terrain3DTextureAsset.new()
if resource is Terrain3DTextureAsset:
ta.id = resource.id
ta.set_albedo_texture(res)
set_edited_resource(ta, false)
resource = ta
elif res is Terrain3DTextureAsset and type == Terrain3DAssets.TYPE_TEXTURE:
if resource is Terrain3DTextureAsset:
res.id = resource.id
set_edited_resource(res, false)
elif res is PackedScene and type == Terrain3DAssets.TYPE_MESH:
var ma := Terrain3DMeshAsset.new()
if resource is Terrain3DMeshAsset:
ma.id = resource.id
ma.set_scene_file(res)
set_edited_resource(ma, false)
resource = ma
elif res is Terrain3DMeshAsset and type == Terrain3DAssets.TYPE_MESH:
if resource is Terrain3DMeshAsset:
res.id = resource.id
set_edited_resource(res, false)
emit_signal("selected")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
resource.setting_changed.connect(_on_resource_changed)
resource.file_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if !p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed() -> void:
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
is_selected = value
queue_redraw()
func clear() -> void:
if resource:
set_edited_resource(null, false)
func edit() -> void:
emit_signal("selected")
emit_signal("inspected", resource)