mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-02-07 10:59:49 +00:00
208 lines
6.6 KiB
GDScript
208 lines
6.6 KiB
GDScript
class_name TileSetPanel
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extends PanelContainer
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enum TileEditingMode { MANUAL, AUTO, STACK }
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const TRANSPARENT_CHECKER := preload("res://src/UI/Nodes/TransparentChecker.tscn")
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const MIN_BUTTON_SIZE := 36
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const MAX_BUTTON_SIZE := 144
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## A matrix with every possible flip/transpose combination,
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## sorted by what comes next when you rotate.
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## Taken from Godot's rotation matrix found in:
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## https://github.com/godotengine/godot/blob/master/editor/plugins/tiles/tile_map_layer_editor.cpp
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const ROTATION_MATRIX: Array[bool] = [
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0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1
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]
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static var placing_tiles := false:
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set(value):
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placing_tiles = value
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_call_update_brushes()
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static var tile_editing_mode := TileEditingMode.AUTO
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static var selected_tile_index := 0:
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set(value):
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selected_tile_index = value
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_call_update_brushes()
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static var is_flipped_h := false:
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set(value):
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is_flipped_h = value
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_call_update_brushes()
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static var is_flipped_v := false:
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set(value):
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is_flipped_v = value
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_call_update_brushes()
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static var is_transposed := false:
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set(value):
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is_transposed = value
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_call_update_brushes()
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var current_tileset: TileSetCustom
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var button_size := 36:
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set(value):
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if button_size == value:
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return
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button_size = clampi(value, MIN_BUTTON_SIZE, MAX_BUTTON_SIZE)
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update_minimum_size()
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Global.config_cache.set_value("tileset_panel", "button_size", button_size)
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for button: Control in tile_button_container.get_children():
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button.custom_minimum_size = Vector2(button_size, button_size)
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button.size = Vector2(button_size, button_size)
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@onready var place_tiles: CheckBox = $VBoxContainer/PlaceTiles
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@onready var transform_buttons_container: HFlowContainer = $VBoxContainer/TransformButtonsContainer
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@onready var tile_button_container: HFlowContainer = %TileButtonContainer
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func _ready() -> void:
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Tools.selected_tile_index_changed.connect(select_tile)
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Global.cel_switched.connect(_on_cel_switched)
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for child: Button in transform_buttons_container.get_children():
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Global.disable_button(child, true)
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func _gui_input(event: InputEvent) -> void:
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if Input.is_key_pressed(KEY_CTRL):
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var zoom := 2 * int(event.is_action("zoom_in")) - 2 * int(event.is_action("zoom_out"))
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button_size += zoom
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if zoom != 0:
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get_viewport().set_input_as_handled()
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func set_tileset(tileset: TileSetCustom) -> void:
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if tileset == current_tileset:
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return
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if is_instance_valid(current_tileset) and current_tileset.updated.is_connected(_update_tileset):
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current_tileset.updated.disconnect(_update_tileset)
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current_tileset = tileset
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if (
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is_instance_valid(current_tileset)
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and not current_tileset.updated.is_connected(_update_tileset)
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):
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current_tileset.updated.connect(_update_tileset)
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func _on_cel_switched() -> void:
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if Global.current_project.get_current_cel() is not CelTileMap:
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set_tileset(null)
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_clear_tile_buttons()
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return
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var cel := Global.current_project.get_current_cel() as CelTileMap
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set_tileset(cel.tileset)
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_update_tileset(cel, -1)
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func _update_tileset(cel: BaseCel, _replace_index: int) -> void:
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_clear_tile_buttons()
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if cel is not CelTileMap:
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return
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var tilemap_cel := cel as CelTileMap
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var tileset := tilemap_cel.tileset
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var button_group := ButtonGroup.new()
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if selected_tile_index >= tileset.tiles.size():
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selected_tile_index = 0
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for i in tileset.tiles.size():
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var tile := tileset.tiles[i]
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var texture := ImageTexture.create_from_image(tile.image)
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var button := _create_tile_button(texture, i, button_group)
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if i == selected_tile_index:
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button.set_pressed_no_signal(true)
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tile_button_container.add_child(button)
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func _create_tile_button(texture: Texture2D, index: int, button_group: ButtonGroup) -> Button:
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var button := Button.new()
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button.button_group = button_group
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button.toggle_mode = true
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button.custom_minimum_size = Vector2(button_size, button_size)
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button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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var texture_rect := TextureRect.new()
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texture_rect.texture = texture
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texture_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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texture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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texture_rect.set_anchor_and_offset(SIDE_LEFT, 0, 6)
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texture_rect.set_anchor_and_offset(SIDE_RIGHT, 1, -6)
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texture_rect.set_anchor_and_offset(SIDE_TOP, 0, 6)
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texture_rect.set_anchor_and_offset(SIDE_BOTTOM, 1, -6)
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texture_rect.grow_horizontal = Control.GROW_DIRECTION_BOTH
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texture_rect.grow_vertical = Control.GROW_DIRECTION_BOTH
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var transparent_checker := TRANSPARENT_CHECKER.instantiate() as ColorRect
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transparent_checker.set_anchors_preset(Control.PRESET_FULL_RECT)
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transparent_checker.show_behind_parent = true
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texture_rect.add_child(transparent_checker)
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button.add_child(texture_rect)
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button.tooltip_text = str(index)
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button.toggled.connect(_on_tile_button_toggled.bind(index))
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return button
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func select_tile(tile_index: int) -> void:
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tile_button_container.get_child(tile_index).button_pressed = true
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static func _call_update_brushes() -> void:
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for slot in Tools._slots.values():
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if slot.tool_node is BaseDrawTool:
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slot.tool_node.update_brush()
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func _on_tile_button_toggled(toggled_on: bool, index: int) -> void:
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if toggled_on:
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selected_tile_index = index
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place_tiles.button_pressed = true
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func _clear_tile_buttons() -> void:
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for child in tile_button_container.get_children():
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child.queue_free()
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func _on_place_tiles_toggled(toggled_on: bool) -> void:
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placing_tiles = toggled_on
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for child: Button in transform_buttons_container.get_children():
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Global.disable_button(child, not toggled_on)
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func _on_manual_toggled(toggled_on: bool) -> void:
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place_tiles.button_pressed = false
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if toggled_on:
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tile_editing_mode = TileEditingMode.MANUAL
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func _on_auto_toggled(toggled_on: bool) -> void:
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place_tiles.button_pressed = false
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if toggled_on:
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tile_editing_mode = TileEditingMode.AUTO
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func _on_stack_toggled(toggled_on: bool) -> void:
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place_tiles.button_pressed = false
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if toggled_on:
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tile_editing_mode = TileEditingMode.STACK
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func _on_flip_horizontal_button_pressed() -> void:
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is_flipped_h = not is_flipped_h
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func _on_flip_vertical_button_pressed() -> void:
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is_flipped_v = not is_flipped_v
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func _on_rotate_pressed(clockwise: bool) -> void:
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for i in ROTATION_MATRIX.size():
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var final_i := i
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if (
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is_flipped_h == ROTATION_MATRIX[i * 3]
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&& is_flipped_v == ROTATION_MATRIX[i * 3 + 1]
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&& is_transposed == ROTATION_MATRIX[i * 3 + 2]
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):
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if clockwise:
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@warning_ignore("integer_division")
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final_i = i / 4 * 4 + posmod(i - 1, 4)
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else:
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@warning_ignore("integer_division")
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final_i = i / 4 * 4 + (i + 1) % 4
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is_flipped_h = ROTATION_MATRIX[final_i * 3]
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is_flipped_v = ROTATION_MATRIX[final_i * 3 + 1]
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is_transposed = ROTATION_MATRIX[final_i * 3 + 2]
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break
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