70 lines
2.2 KiB
GDScript
70 lines
2.2 KiB
GDScript
@tool
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extends Control
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const HT_PreviewPainter = preload("./preview_painter.gd")
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# TODO Can't preload because it causes the plugin to fail loading if assets aren't imported
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#const HT_DefaultBrushTexture = preload("../shapes/round2.exr")
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const HT_Brush = preload("../brush.gd")
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const HT_Logger = preload("../../../util/logger.gd")
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const HT_EditorUtil = preload("../../util/editor_util.gd")
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const HT_Util = preload("../../../util/util.gd")
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@onready var _texture_rect : TextureRect = $TextureRect
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@onready var _painter : HT_PreviewPainter = $Painter
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var _logger := HT_Logger.get_for(self)
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func _ready():
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if HT_Util.is_in_edited_scene(self):
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# If it runs in the edited scene,
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# saving the scene would also save the ImageTexture in it...
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return
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reset_image()
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# Default so it doesnt crash when painting and can be tested
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var default_brush_texture = \
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HT_EditorUtil.load_texture(HT_Brush.DEFAULT_BRUSH_TEXTURE_PATH, _logger)
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_painter.get_brush().set_shapes([default_brush_texture])
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func reset_image():
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var image = Image.create(_texture_rect.size.x, _texture_rect.size.y, false, Image.FORMAT_RGB8)
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image.fill(Color(1,1,1))
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# TEST
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# var fnl = FastNoiseLite.new()
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# for y in image.get_height():
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# for x in image.get_width():
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# var g = 0.5 + 0.5 * fnl.get_noise_2d(x, y)
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# image.set_pixel(x, y, Color(g, g, g, 1.0))
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var texture = ImageTexture.create_from_image(image)
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_texture_rect.texture = texture
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_painter.set_image_texture(image, texture)
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func get_painter() -> HT_PreviewPainter:
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return _painter
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func _gui_input(event):
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if event is InputEventMouseMotion:
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
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_painter.paint_input(event.position, event.pressure)
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queue_redraw()
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elif event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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# TODO `pressure` is not available on button events
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# So I have to assume zero... which means clicks do not paint anything?
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_painter.paint_input(event.position, 0.0)
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else:
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_painter.get_brush().on_paint_end()
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func _draw():
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var mpos = get_local_mouse_position()
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var brush = _painter.get_brush()
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draw_arc(mpos, 0.5 * brush.get_size(), -PI, PI, 32, Color(1, 0.2, 0.2), 2.0, true)
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