project_teddy/addons/zylann.hterrain/tools/util/interval_slider.gd

197 lines
4.1 KiB
GDScript

# Slider with two handles representing an interval.
@tool
extends Control
const VALUE_LOW = 0
const VALUE_HIGH = 1
const VALUE_COUNT = 2
const FG_MARGIN = 1
signal changed
var _min_value := 0.0
var _max_value := 1.0
var _values = [0.2, 0.6]
var _grabbing := false
func _get_property_list():
return [
{
"name": "min_value",
"type": TYPE_FLOAT,
"usage": PROPERTY_USAGE_EDITOR
},
{
"name": "max_value",
"type": TYPE_FLOAT,
"usage": PROPERTY_USAGE_EDITOR
},
{
"name": "range",
"type": TYPE_VECTOR2,
"usage": PROPERTY_USAGE_STORAGE
}
]
func _get(key: StringName):
match key:
&"min_value":
return _min_value
&"max_value":
return _max_value
&"range":
return Vector2(_min_value, _max_value)
func _set(key: StringName, value):
match key:
&"min_value":
_min_value = min(value, _max_value)
queue_redraw()
&"max_value":
_max_value = max(value, _min_value)
queue_redraw()
&"range":
_min_value = value.x
_max_value = value.y
func set_values(low: float, high: float):
if low > high:
low = high
if high < low:
high = low
_values[VALUE_LOW] = low
_values[VALUE_HIGH] = high
queue_redraw()
func set_value(i: int, v: float, notify_change: bool):
var min_value = _min_value
var max_value = _max_value
match i:
VALUE_LOW:
max_value = _values[VALUE_HIGH]
VALUE_HIGH:
min_value = _values[VALUE_LOW]
_:
assert(false)
v = clampf(v, min_value, max_value)
if v != _values[i]:
_values[i] = v
queue_redraw()
if notify_change:
changed.emit()
func get_value(i: int) -> float:
return _values[i]
func get_low_value() -> float:
return _values[VALUE_LOW]
func get_high_value() -> float:
return _values[VALUE_HIGH]
func get_ratio(i: int) -> float:
return _value_to_ratio(_values[i])
func get_low_ratio() -> float:
return get_ratio(VALUE_LOW)
func get_high_ratio() -> float:
return get_ratio(VALUE_HIGH)
func _ratio_to_value(r: float) -> float:
return r * (_max_value - _min_value) + _min_value
func _value_to_ratio(v: float) -> float:
if absf(_max_value - _min_value) < 0.001:
return 0.0
return (v - _min_value) / (_max_value - _min_value)
func _get_closest_index(ratio: float) -> int:
var distance_low := absf(ratio - get_low_ratio())
var distance_high := absf(ratio - get_high_ratio())
if distance_low < distance_high:
return VALUE_LOW
return VALUE_HIGH
func _set_from_pixel(px: float):
var r := (px - FG_MARGIN) / (size.x - FG_MARGIN * 2.0)
var i := _get_closest_index(r)
var v := _ratio_to_value(r)
set_value(i, v, true)
func _gui_input(event: InputEvent):
if event is InputEventMouseButton:
if event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
_grabbing = true
_set_from_pixel(event.position.x)
else:
if event.button_index == MOUSE_BUTTON_LEFT:
_grabbing = false
elif event is InputEventMouseMotion:
if _grabbing:
_set_from_pixel(event.position.x)
func _draw():
var grabber_width := 3
var background_v_margin := 0
var foreground_margin := FG_MARGIN
var grabber_color := Color(0.8, 0.8, 0.8)
var interval_color := Color(0.4,0.4,0.4)
var background_color := Color(0.1, 0.1, 0.1)
var control_rect := Rect2(Vector2(), size)
var bg_rect := Rect2(
control_rect.position.x,
control_rect.position.y + background_v_margin,
control_rect.size.x,
control_rect.size.y - 2 * background_v_margin)
draw_rect(bg_rect, background_color)
var fg_rect := control_rect.grow(-foreground_margin)
var low_ratio := get_low_ratio()
var high_ratio := get_high_ratio()
var low_x := fg_rect.position.x + low_ratio * fg_rect.size.x
var high_x := fg_rect.position.x + high_ratio * fg_rect.size.x
var interval_rect := Rect2(
low_x, fg_rect.position.y, high_x - low_x, fg_rect.size.y)
draw_rect(interval_rect, interval_color)
low_x = fg_rect.position.x + low_ratio * (fg_rect.size.x - grabber_width)
high_x = fg_rect.position.x + high_ratio * (fg_rect.size.x - grabber_width)
for x in [low_x, high_x]:
var grabber_rect := Rect2(
x,
fg_rect.position.y,
grabber_width,
fg_rect.size.y)
draw_rect(grabber_rect, grabber_color)