Rename ImageViewport to Compositor

This commit is contained in:
ChaoticByte 2024-12-26 22:24:44 +01:00
parent 8394ad9d3c
commit bae23b0ee6
No known key found for this signature in database
4 changed files with 7 additions and 8 deletions

View file

@ -1,7 +1,7 @@
[gd_scene load_steps=10 format=3 uid="uid://bjah7k4bxo044"]
[ext_resource type="Script" path="res://src/Main.gd" id="1_2625y"]
[ext_resource type="Script" path="res://src/ImageViewport.gd" id="2_hvo65"]
[ext_resource type="Script" path="res://src/Compositor.gd" id="2_hvo65"]
[ext_resource type="Shader" path="res://src/shader/ivd_outline.gdshader" id="3_6xihe"]
[ext_resource type="Script" path="res://src/ImageViewportDisplay.gd" id="3_n4itb"]
[ext_resource type="Script" path="res://src/UIWindow.gd" id="6_8k0ha"]
@ -13,12 +13,12 @@ shader = ExtResource("3_6xihe")
shader_parameter/zoom_level = Vector2(1, 1)
[sub_resource type="ViewportTexture" id="ViewportTexture_lct1c"]
viewport_path = NodePath("ImageViewport")
viewport_path = NodePath("Compositor")
[node name="Main" type="Node2D"]
script = ExtResource("1_2625y")
[node name="ImageViewport" type="SubViewport" parent="."]
[node name="Compositor" type="SubViewport" parent="."]
unique_name_in_owner = true
disable_3d = true
transparent_bg = true
@ -26,7 +26,7 @@ canvas_item_default_texture_filter = 0
render_target_update_mode = 4
script = ExtResource("2_hvo65")
[node name="ImageSprite" type="Sprite2D" parent="ImageViewport"]
[node name="ImageSprite" type="Sprite2D" parent="Compositor"]
unique_name_in_owner = true
[node name="ImageViewportDisplay" type="Sprite2D" parent="."]

View file

@ -2,7 +2,6 @@ extends Camera2D
var drag = false
@onready var image_viewport = %ImageViewport
@onready var image_viewport_display = %ImageViewportDisplay
func _input(event):

View file

@ -9,7 +9,7 @@ extends Control
@onready var status_indicator = %StatusIndicator
@onready var error_msg_dialog = %ErrorMessageDialog
@onready var image_viewport = get_tree().root.get_node("Main/%ImageViewport")
@onready var compositor = get_tree().root.get_node("Main/%Compositor")
@onready var camera = get_tree().root.get_node("Main/%Camera")
#
@ -214,7 +214,7 @@ func update_status(status: Status, msg: String = ""):
func _on_new_shader_button_pressed():
Filesystem.reset()
self.update_code_edit()
image_viewport.update()
compositor.update()
update_status(Status.UNKNOWN)
func _on_open_shader_button_pressed():
@ -240,7 +240,7 @@ func _on_fit_image_button_pressed():
func _on_apply_shader_button_pressed():
Filesystem.shader.code = code_editor.text
var errors = await image_viewport.update()
var errors = await compositor.update()
if len(errors) > 0:
update_status(Status.ERROR, "\n".join(errors))
else: