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Pixelorama/addons/dockable_container/samples/TestScene.gd
Manolis Papadeas e2bb0b8440
New UI system using Dockable Containers (#640)
* Add dockable container plugin

Experimenting with it, also added a tabs_visible property to the DockableContainer. Removed some code about Tallscreen from Main.gd, but not all of it.

* Add a panel behind the UI, temporarily restore the dark theme

* Remove tallscreen code

* Add edit mode, toggles DockableContainer's tab visibility on and off

* Split tool options into color pickers, left and right tool options

* Remove alternate_transparent_background

* Re-order tool buttons on resize

* Clip content in timeline

* Changes to the tool panel

* Removed some old unused node variables

* Restore Zen mode

* Set tabs_visible = false by default

* Better way to set tabs_visible = false by default

* Added the license of godot-dockable-container

* Remove unneeded lines

* Update README.md

* Restore window transparency with the canvas

It makes all of the TabContainers transparent however, which may not be what we actually want.

* Change tab names of the UI elements

* Remove unneeded nodes from ColorPickers.tscn

* Update default.tres

* Let the user hide elements individually

* Add some checks in HandleThemes

* Center tool icons

* Remove unneeded custom panel in SplashDialog

* Bump version to v0.10-dev and some other minor changes

* Fix crash on Zen Mode

* Added a hacky way to fix the issue with the palette panel size
2022-01-30 00:47:25 +02:00

64 lines
1.8 KiB
GDScript

extends VBoxContainer
const SAVED_LAYOUT_PATH = "user://layout.tres"
onready var _container = $DockableContainer
onready var _clone_control = $HBoxContainer/ControlPrefab
onready var _checkbox_container = $HBoxContainer
func _ready() -> void:
if not OS.is_userfs_persistent():
$HBoxContainer/SaveLayoutButton.visible = false
$HBoxContainer/LoadLayoutButton.visible = false
var tabs = _container.get_tabs()
for i in tabs.size():
var checkbox = CheckBox.new()
checkbox.text = str(i)
checkbox.pressed = not _container.is_control_hidden(tabs[i])
checkbox.connect("toggled", self, "_on_CheckButton_toggled", [tabs[i]])
_checkbox_container.add_child(checkbox)
func _on_add_pressed() -> void:
var control = _clone_control.duplicate()
control.get_node("Buttons/Rename").connect(
"pressed", self, "_on_control_rename_button_pressed", [control]
)
control.get_node("Buttons/Remove").connect(
"pressed", self, "_on_control_remove_button_pressed", [control]
)
control.color = Color(randf(), randf(), randf())
control.name = "Control0"
_container.add_child(control, true)
yield(_container, "sort_children")
_container.set_control_as_current_tab(control)
func _on_save_pressed() -> void:
if ResourceSaver.save(SAVED_LAYOUT_PATH, _container.get_layout()) != OK:
print("ERROR")
func _on_load_pressed() -> void:
var res = load(SAVED_LAYOUT_PATH)
if res:
_container.set_layout(res.clone())
else:
print("Error")
func _on_control_rename_button_pressed(control: Control) -> void:
control.name += " =D"
func _on_control_remove_button_pressed(control: Control) -> void:
_container.remove_child(control)
control.queue_free()
func _on_CheckButton_toggled(button_pressed: bool, tab: Control) -> void:
_container.set_control_hidden(tab, not button_pressed)