mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-18 17:19:50 +00:00
e2bb0b8440
* 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
81 lines
2.1 KiB
GDScript
81 lines
2.1 KiB
GDScript
tool
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extends TabContainer
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signal tab_layout_changed(tab)
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const ReferenceControl = preload("dockable_panel_reference_control.gd")
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const Layout = preload("layout.gd")
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var leaf: Layout.LayoutPanel setget set_leaf, get_leaf
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var _leaf: Layout.LayoutPanel
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func _ready() -> void:
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drag_to_rearrange_enabled = true
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func _enter_tree() -> void:
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connect("tab_selected", self, "_on_tab_selected")
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connect("tab_changed", self, "_on_tab_changed")
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func _exit_tree() -> void:
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disconnect("tab_selected", self, "_on_tab_selected")
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disconnect("tab_changed", self, "_on_tab_changed")
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func track_nodes(nodes: Array, new_leaf: Layout.LayoutPanel) -> void:
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_leaf = null # avoid using previous leaf in tab_changed signals
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var min_size = min(nodes.size(), get_child_count())
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# remove spare children
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for i in range(min_size, get_child_count()):
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var child = get_child(min_size)
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child.reference_to = null
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remove_child(child)
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child.queue_free()
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# add missing children
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for i in range(min_size, nodes.size()):
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var ref_control = ReferenceControl.new()
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add_child(ref_control)
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assert(nodes.size() == get_child_count(), "FIXME")
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# setup children
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for i in nodes.size():
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var ref_control: ReferenceControl = get_child(i)
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ref_control.reference_to = nodes[i]
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set_tab_title(i, nodes[i].name)
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set_leaf(new_leaf)
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func get_child_rect() -> Rect2:
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var control = get_current_tab_control()
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return Rect2(rect_position + control.rect_position, control.rect_size)
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func set_leaf(value: Layout.LayoutPanel) -> void:
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if get_tab_count() > 0 and value:
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current_tab = clamp(value.current_tab, 0, get_tab_count() - 1)
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_leaf = value
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func get_leaf() -> Layout.LayoutPanel:
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return _leaf
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func get_layout_minimum_size() -> Vector2:
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return get_combined_minimum_size()
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func _on_tab_selected(tab: int) -> void:
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if _leaf:
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_leaf.current_tab = tab
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func _on_tab_changed(tab: int) -> void:
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if not _leaf:
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return
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var tab_name = get_tab_control(tab).name
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var name_index_in_leaf = _leaf.find_name(tab_name)
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if name_index_in_leaf != tab: # NOTE: this handles added tabs (index == -1)
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emit_signal("tab_layout_changed", tab)
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