Removed presets, load all images via load directives (implements #9), removed obsolete code, added some improvements
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21 changed files with 231 additions and 205 deletions
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@ -1,11 +1,8 @@
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extends Control
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@onready var preset_options = $PresetOptions
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@onready var code_editor = $CodeEdit
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@onready var open_shader_dialog = $OpenShaderDialog
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@onready var save_shader_dialog = $SaveShaderDialog
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var selected_preset_name = ShaderPresets.default_preset
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var last_save_filepath = ""
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@onready var code_editor = %CodeEdit
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@onready var open_shader_dialog = %OpenShaderDialog
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@onready var save_shader_dialog = %SaveShaderDialog
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# # # # # # # # # # #
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# GDShader keywords #
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@ -189,35 +186,17 @@ func _input(event):
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accept_event() # Event is now handled.
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_on_save_shader_button_pressed()
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func _on_preset_options_item_selected(index):
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selected_preset_name = preset_options.get_item_text(index)
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Globals.shader = ShaderPresets.presets[selected_preset_name]
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Globals.target_viewport.update()
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update()
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last_save_filepath = ""
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func update():
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preset_options.clear()
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# the following lines are weird af
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var presets: Array[String] = []
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var current_p_idx = 0
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for p in ShaderPresets.presets:
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presets.append(p)
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if p == selected_preset_name:
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current_p_idx = len(presets) - 1
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preset_options.add_item(p)
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preset_options.select(current_p_idx)
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# weirdness ends here
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code_editor.text = Globals.shader.code
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func _on_open_shader_button_pressed():
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open_shader_dialog.show()
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func _on_save_shader_button_pressed():
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if last_save_filepath == "":
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save_shader_dialog.current_file = selected_preset_name + "_custom.gdshader"
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if Globals.last_shader_savepath == "":
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save_shader_dialog.current_file = "shader.gdshader"
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else:
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save_shader_dialog.current_path = last_save_filepath
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save_shader_dialog.current_path = Globals.last_shader_savepath
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save_shader_dialog.show()
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func _on_open_shader_dialog_file_selected(path: String):
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@ -231,7 +210,7 @@ func _on_open_shader_dialog_file_selected(path: String):
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Globals.cwd = path.substr(0, path.rfind("/"))
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Globals.target_viewport.update()
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update()
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last_save_filepath = path
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Globals.last_shader_savepath = path
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func _on_save_shader_dialog_file_selected(path):
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print("Save ", path)
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@ -240,7 +219,7 @@ func _on_save_shader_dialog_file_selected(path):
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file.store_string(content)
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if "/" in path: # update current working directory
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Globals.cwd = path.substr(0, path.rfind("/"))
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last_save_filepath = path
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Globals.last_shader_savepath = path
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func _on_apply_shader_button_pressed():
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var shader = Shader.new()
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