Cleaned up and refactored some code

This commit is contained in:
ChaoticByte 2024-12-21 18:25:11 +01:00
parent 57328bc9a3
commit ad6d2add1b
No known key found for this signature in database
7 changed files with 135 additions and 110 deletions

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@ -171,7 +171,7 @@ func _on_code_edit_code_completion_requested():
func _ready():
code_editor.code_completion_enabled = true
code_editor.syntax_highlighter = ShaderSyntaxHighlighter.new()
update()
self.update()
func _input(event):
if event.is_action_pressed("apply_shader"):
@ -181,55 +181,36 @@ func _input(event):
_on_save_shader_button_pressed()
func update():
code_editor.text = Globals.shader.code
code_editor.text = Filesystem.shader.code
func _on_open_shader_button_pressed():
open_shader_dialog.show()
func _on_save_shader_button_pressed():
if Globals.last_shader_savepath == "":
save_shader_dialog.current_file = "shader.gdshader"
if Filesystem.last_shader_savepath == "":
save_shader_dialog.current_file = "filter.gdshader"
else:
save_shader_dialog.current_path = Globals.last_shader_savepath
save_shader_dialog.current_path = Filesystem.last_shader_savepath
save_shader_dialog.show()
func _on_open_shader_dialog_file_selected(path: String):
print("Load ", path)
var file = FileAccess.open(path, FileAccess.READ)
var shader_code = file.get_as_text()
var shader = Shader.new()
shader.code = shader_code
Globals.shader = shader
if "/" in path: # update current working directory
Globals.cwd = path.substr(0, path.rfind("/"))
Filesystem.load_shader(path)
image_viewport.update()
update()
Globals.last_shader_savepath = path
self.update()
func _on_save_shader_dialog_file_selected(path):
print("Save ", path)
var file = FileAccess.open(path, FileAccess.WRITE)
var content = code_editor.text
file.store_string(content)
if "/" in path: # update current working directory
Globals.cwd = path.substr(0, path.rfind("/"))
Globals.last_shader_savepath = path
Filesystem.save_shader(path, code_editor.text)
func _on_apply_shader_button_pressed():
var shader = Shader.new()
shader.code = code_editor.text
Globals.shader = shader
Filesystem.shader = shader
image_viewport.update()
func _on_save_image_button_pressed():
if image_viewport.get_result() != null:
ui_control_filesave.current_path = Globals.last_image_savepath
if Filesystem.result != null:
ui_control_filesave.current_path = Filesystem.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
Filesystem.save_result(path)