Place the viewer and editor in separate windows
This commit is contained in:
parent
f069f2911f
commit
57328bc9a3
8 changed files with 72 additions and 110 deletions
|
@ -2,16 +2,15 @@ extends Camera2D
|
|||
|
||||
var drag = false
|
||||
|
||||
@onready var user_interface_container = %UserInterfaceContainer
|
||||
@onready var image_viewport = %ImageViewport
|
||||
@onready var image_viewport_display = %ImageViewportDisplay
|
||||
|
||||
func _input(event):
|
||||
if event.is_action_pressed("zoom_out") && !Globals.camera_freeze:
|
||||
if event.is_action_pressed("zoom_out"):
|
||||
zoom_out()
|
||||
elif event.is_action_pressed("zoom_in") && !Globals.camera_freeze:
|
||||
elif event.is_action_pressed("zoom_in"):
|
||||
zoom_in()
|
||||
if event.is_action_pressed("drag") && !Globals.camera_freeze:
|
||||
if event.is_action_pressed("drag"):
|
||||
drag = true
|
||||
elif event.is_action_released("drag"):
|
||||
drag = false
|
||||
|
@ -20,14 +19,13 @@ func _input(event):
|
|||
|
||||
func fit_image():
|
||||
if image_viewport.image_original_tex != null:
|
||||
var ui_container_size = user_interface_container.size
|
||||
var image_size = image_viewport.image_original_tex.get_size()
|
||||
var viewport_size = get_viewport_rect().size
|
||||
var zoomf = (viewport_size.x - ui_container_size.x) / image_size.x / 1.1
|
||||
var zoomf = viewport_size.x / image_size.x / 1.1
|
||||
if zoomf * image_size.y > viewport_size.y:
|
||||
zoomf = viewport_size.y / image_size.y / 1.1
|
||||
zoom = Vector2(zoomf, zoomf)
|
||||
global_position = Vector2(-((ui_container_size.x) / 2 / zoom.x), 0)
|
||||
global_position = Vector2(0, 0)
|
||||
|
||||
func update_viewport_display():
|
||||
image_viewport_display.update_zoom_texture_filter(zoom)
|
||||
|
|
|
@ -4,6 +4,9 @@ extends Control
|
|||
@onready var open_shader_dialog = %OpenShaderDialog
|
||||
@onready var save_shader_dialog = %SaveShaderDialog
|
||||
|
||||
@onready var image_viewport = %ImageViewport
|
||||
@onready var ui_control_filesave = %SaveImageDialog
|
||||
|
||||
# # # # # # # # # # #
|
||||
# GDShader keywords #
|
||||
# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_language.cpp
|
||||
|
@ -165,18 +168,9 @@ func _on_code_edit_code_completion_requested():
|
|||
#
|
||||
# # # # # # # # # # # #
|
||||
|
||||
func _camera_freeze():
|
||||
Globals.camera_freeze = true
|
||||
|
||||
func _camera_unfreeze():
|
||||
Globals.camera_freeze = false
|
||||
|
||||
func _ready():
|
||||
code_editor.code_completion_enabled = true
|
||||
code_editor.syntax_highlighter = ShaderSyntaxHighlighter.new()
|
||||
for c in get_children():
|
||||
c.connect("mouse_entered", _camera_freeze)
|
||||
c.connect("mouse_exited", _camera_unfreeze)
|
||||
update()
|
||||
|
||||
func _input(event):
|
||||
|
@ -208,7 +202,7 @@ func _on_open_shader_dialog_file_selected(path: String):
|
|||
Globals.shader = shader
|
||||
if "/" in path: # update current working directory
|
||||
Globals.cwd = path.substr(0, path.rfind("/"))
|
||||
Globals.target_viewport.update()
|
||||
image_viewport.update()
|
||||
update()
|
||||
Globals.last_shader_savepath = path
|
||||
|
||||
|
@ -225,4 +219,17 @@ func _on_apply_shader_button_pressed():
|
|||
var shader = Shader.new()
|
||||
shader.code = code_editor.text
|
||||
Globals.shader = shader
|
||||
Globals.target_viewport.update()
|
||||
image_viewport.update()
|
||||
|
||||
func _on_save_image_button_pressed():
|
||||
if image_viewport.get_result() != null:
|
||||
ui_control_filesave.current_path = Globals.last_image_savepath
|
||||
ui_control_filesave.show()
|
||||
|
||||
func _on_save_image_dialog_file_selected(path):
|
||||
print("Export ", path)
|
||||
var err = image_viewport.get_result().save_png(path)
|
||||
if err != OK:
|
||||
print("An error occured!")
|
||||
else:
|
||||
Globals.last_image_savepath = path
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
extends Node
|
||||
|
||||
var camera_freeze = false
|
||||
@onready var shader: Shader = load("res://src/shader/template.gdshader")
|
||||
var target_viewport: SubViewport
|
||||
var cwd = "."
|
||||
var last_image_savepath = ""
|
||||
var last_shader_savepath = ""
|
||||
|
|
27
src/Main.gd
27
src/Main.gd
|
@ -1,22 +1,11 @@
|
|||
extends Node2D
|
||||
|
||||
@onready var image_viewport = %ImageViewport
|
||||
@onready var ui_control_filesave = %SaveImageDialog
|
||||
extends Node
|
||||
|
||||
@onready var editor_window = %EditorWindow
|
||||
|
||||
func _ready():
|
||||
DisplayServer.window_set_min_size(Vector2i(900, 500))
|
||||
Globals.target_viewport = image_viewport
|
||||
|
||||
func _on_save_image_button_pressed():
|
||||
if image_viewport.get_result() != null:
|
||||
ui_control_filesave.current_path = Globals.last_image_savepath
|
||||
ui_control_filesave.show()
|
||||
|
||||
func _on_save_image_dialog_file_selected(path):
|
||||
print("Export ", path)
|
||||
var err = image_viewport.get_result().save_png(path)
|
||||
if err != OK:
|
||||
print("An error occured!")
|
||||
else:
|
||||
Globals.last_image_savepath = path
|
||||
# position windows
|
||||
get_window().position = Vector2i(
|
||||
editor_window.position.x + editor_window.size.x + 50,
|
||||
editor_window.position.y)
|
||||
get_window().title = ProjectSettings.get_setting("application/config/name") + " - Viewer"
|
||||
editor_window.title = ProjectSettings.get_setting("application/config/name") + " - Editor"
|
||||
|
|
4
src/UIWindow.gd
Normal file
4
src/UIWindow.gd
Normal file
|
@ -0,0 +1,4 @@
|
|||
extends Window
|
||||
|
||||
func _on_close_requested() -> void:
|
||||
get_tree().quit()
|
|
@ -1,17 +0,0 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_linear_mipmap_anisotropic;
|
||||
|
||||
float rand(vec2 uv) {
|
||||
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 new_uv;
|
||||
new_uv.x = mix(SCREEN_UV.x, rand(UV), 0.2);
|
||||
new_uv.y = mix(SCREEN_UV.y, rand(UV), 0.2);
|
||||
new_uv.x = mix(new_uv.x, rand(UV), -0.2);
|
||||
new_uv.y = mix(new_uv.y, rand(UV), -0.2);
|
||||
COLOR.rgb = clamp(textureLod(SCREEN_TEXTURE, new_uv, 10.0).rgb, 0.05, 0.7);
|
||||
COLOR.a = 1.0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue