Remember last image export / shader save path - closes #5
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commit
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2 changed files with 16 additions and 2 deletions
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@ -5,6 +5,7 @@ extends Control
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@onready var open_shader_dialog = $OpenShaderDialog
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@onready var open_shader_dialog = $OpenShaderDialog
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@onready var save_shader_dialog = $SaveShaderDialog
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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 selected_preset_name = ShaderPresets.default_preset
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var last_save_filepath = ""
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# # # # # # # # # # #
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# # # # # # # # # # #
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# GDShader keywords #
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# GDShader keywords #
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@ -196,6 +197,7 @@ func _on_preset_options_item_selected(index):
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Globals.shader = ShaderPresets.presets[selected_preset_name]
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Globals.shader = ShaderPresets.presets[selected_preset_name]
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Globals.target_viewport.update()
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Globals.target_viewport.update()
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update()
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update()
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last_save_filepath = ""
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func update():
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func update():
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preset_options.clear()
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preset_options.clear()
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@ -215,7 +217,10 @@ func _on_open_shader_button_pressed():
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open_shader_dialog.show()
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open_shader_dialog.show()
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func _on_save_shader_button_pressed():
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func _on_save_shader_button_pressed():
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save_shader_dialog.current_file = selected_preset_name + "_custom.gdshader"
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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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else:
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save_shader_dialog.current_path = last_save_filepath
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save_shader_dialog.show()
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save_shader_dialog.show()
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func _on_open_shader_dialog_file_selected(path):
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func _on_open_shader_dialog_file_selected(path):
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@ -226,11 +231,13 @@ func _on_open_shader_dialog_file_selected(path):
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Globals.shader = shader
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Globals.shader = shader
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Globals.target_viewport.update()
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Globals.target_viewport.update()
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update()
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update()
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last_save_filepath = ""
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func _on_save_shader_dialog_file_selected(path):
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func _on_save_shader_dialog_file_selected(path):
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var file = FileAccess.open(path, FileAccess.WRITE)
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var file = FileAccess.open(path, FileAccess.WRITE)
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var content = Globals.shader.code
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var content = Globals.shader.code
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file.store_string(content)
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file.store_string(content)
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last_save_filepath = path
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func _on_apply_shader_button_pressed():
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func _on_apply_shader_button_pressed():
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var shader = Shader.new()
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var shader = Shader.new()
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@ -5,6 +5,7 @@ extends Node2D
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@onready var ui_container = $UI_Layer/UserInterfaceContainer
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@onready var ui_container = $UI_Layer/UserInterfaceContainer
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@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenImageDialog
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@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenImageDialog
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@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveImageDialog
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@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveImageDialog
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var last_save_filepath = ""
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func _ready():
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func _ready():
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Globals.target_viewport = image_viewport
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Globals.target_viewport = image_viewport
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@ -19,15 +20,21 @@ func _on_open_image_dialog_file_selected(path):
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image_viewport.set_original_image(img)
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image_viewport.set_original_image(img)
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image_viewport.update()
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image_viewport.update()
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camera.fit_image()
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camera.fit_image()
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last_save_filepath = ""
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else:
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else:
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print("An error occured!")
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print("An error occured!")
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func _on_save_image_button_pressed():
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func _on_save_image_button_pressed():
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if image_viewport.get_result() != null:
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if image_viewport.get_result() != null:
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ui_control_filesave.current_file = "image.png"
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if last_save_filepath == "":
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ui_control_filesave.current_file = "output.png"
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else:
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ui_control_filesave.current_path = last_save_filepath
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ui_control_filesave.show()
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ui_control_filesave.show()
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func _on_save_image_dialog_file_selected(path):
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func _on_save_image_dialog_file_selected(path):
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var err = image_viewport.get_result().save_png(path)
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var err = image_viewport.get_result().save_png(path)
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if err != OK:
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if err != OK:
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print("An error occured!")
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print("An error occured!")
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else:
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last_save_filepath = path
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