Add a 'New' and 'Save As' button and improve save behaviour, additional minor improvements - fix #20
This commit is contained in:
parent
6b748229ed
commit
ca40971e53
7 changed files with 232 additions and 170 deletions
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@ -24,8 +24,8 @@ ShaderDirectiveParser="*res://src/ShaderDirectiveParser.gd"
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[display]
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window/size/viewport_width=700
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window/size/viewport_height=700
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window/size/viewport_width=704
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window/size/viewport_height=704
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window/energy_saving/keep_screen_on=false
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window/subwindows/embed_subwindows=false
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window/vsync/vsync_mode=0
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158
scenes/main.tscn
158
scenes/main.tscn
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@ -1,12 +1,11 @@
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[gd_scene load_steps=11 format=3 uid="uid://bjah7k4bxo044"]
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[gd_scene load_steps=10 format=3 uid="uid://bjah7k4bxo044"]
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[ext_resource type="Script" path="res://src/Main.gd" id="1_2625y"]
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[ext_resource type="Script" path="res://src/ImageViewport.gd" id="2_hvo65"]
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[ext_resource type="Shader" path="res://src/shader/ivd_outline.gdshader" id="3_6xihe"]
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[ext_resource type="Script" path="res://src/ImageViewportDisplay.gd" id="3_n4itb"]
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[ext_resource type="Script" path="res://src/UIAppVersion.gd" id="5_o1ggv"]
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[ext_resource type="Script" path="res://src/UIWindow.gd" id="6_8k0ha"]
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[ext_resource type="Script" path="res://src/Editor.gd" id="7_g8bap"]
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[ext_resource type="PackedScene" uid="uid://btgits2mfup0h" path="res://scenes/ui_container.tscn" id="7_5ci0e"]
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[ext_resource type="Script" path="res://src/Camera.gd" id="8_mls06"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_y2ea0"]
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@ -43,158 +42,11 @@ script = ExtResource("8_mls06")
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[node name="EditorWindow" type="Window" parent="."]
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unique_name_in_owner = true
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disable_3d = true
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position = Vector2i(50, 100)
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size = Vector2i(600, 700)
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position = Vector2i(48, 80)
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size = Vector2i(704, 704)
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script = ExtResource("6_8k0ha")
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[node name="UserInterfaceContainer" type="Control" parent="EditorWindow"]
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[node name="UserInterfaceContainer" parent="EditorWindow" instance=ExtResource("7_5ci0e")]
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unique_name_in_owner = true
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="AppName" type="Label" parent="EditorWindow/UserInterfaceContainer"]
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layout_mode = 0
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offset_left = 24.0
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offset_top = 16.0
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offset_right = 208.0
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offset_bottom = 48.0
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theme_override_font_sizes/font_size = 20
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text = "Fragmented"
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vertical_alignment = 2
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[node name="AppVersion" type="Label" parent="EditorWindow/UserInterfaceContainer"]
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layout_mode = 0
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offset_left = 152.0
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offset_top = 17.0
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offset_right = 208.0
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offset_bottom = 47.0
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theme_override_font_sizes/font_size = 14
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text = "v0
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"
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vertical_alignment = 2
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script = ExtResource("5_o1ggv")
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[node name="Editor" type="Control" parent="EditorWindow/UserInterfaceContainer"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 24.0
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offset_top = 64.0
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offset_right = -24.0
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offset_bottom = -24.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("7_g8bap")
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[node name="OpenShaderDialog" type="FileDialog" parent="EditorWindow/UserInterfaceContainer/Editor"]
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unique_name_in_owner = true
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title = "Load Shader"
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size = Vector2i(521, 175)
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ok_button_text = "Open"
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mode_overrides_title = false
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file_mode = 0
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access = 2
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filters = PackedStringArray("*.gdshader")
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use_native_dialog = true
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[node name="SaveShaderDialog" type="FileDialog" parent="EditorWindow/UserInterfaceContainer/Editor"]
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unique_name_in_owner = true
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title = "Save Shader"
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size = Vector2i(661, 175)
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ok_button_text = "Save"
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mode_overrides_title = false
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access = 2
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filters = PackedStringArray("*.gdshader")
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use_native_dialog = true
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[node name="SaveImageDialog" type="FileDialog" parent="EditorWindow/UserInterfaceContainer/Editor"]
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unique_name_in_owner = true
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title = "Export Image"
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size = Vector2i(661, 175)
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ok_button_text = "Save"
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mode_overrides_title = false
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access = 2
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filters = PackedStringArray("*.png")
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use_native_dialog = true
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[node name="CodeEdit" type="CodeEdit" parent="EditorWindow/UserInterfaceContainer/Editor"]
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unique_name_in_owner = true
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = 48.0
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grow_horizontal = 2
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grow_vertical = 2
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theme_override_font_sizes/font_size = 14
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placeholder_text = "// Test"
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wrap_mode = 1
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minimap_draw = true
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minimap_width = 40
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caret_blink = true
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draw_control_chars = true
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draw_tabs = true
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draw_spaces = true
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line_length_guidelines = Array[int]([80])
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gutters_draw_line_numbers = true
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code_completion_enabled = true
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indent_automatic = true
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auto_brace_completion_enabled = true
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auto_brace_completion_highlight_matching = true
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[node name="OpenShaderButton" type="Button" parent="EditorWindow/UserInterfaceContainer/Editor"]
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layout_mode = 1
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offset_right = 56.0
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offset_bottom = 32.0
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text = "Open"
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[node name="SaveShaderButton" type="Button" parent="EditorWindow/UserInterfaceContainer/Editor"]
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layout_mode = 1
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offset_left = 64.0
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offset_right = 120.0
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offset_bottom = 32.0
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text = "Save"
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[node name="ApplyShaderButton" type="Button" parent="EditorWindow/UserInterfaceContainer/Editor"]
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layout_mode = 1
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offset_left = 128.0
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offset_right = 216.0
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offset_bottom = 32.0
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text = "Apply (F5)"
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[node name="SaveImageButton" type="Button" parent="EditorWindow/UserInterfaceContainer/Editor"]
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layout_mode = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -120.0
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offset_bottom = 32.0
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grow_horizontal = 0
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text = "Export Image"
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[node name="FitImageButton" type="Button" parent="EditorWindow/UserInterfaceContainer/Editor"]
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layout_mode = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -216.0
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offset_right = -128.0
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offset_bottom = 32.0
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grow_horizontal = 0
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text = "Fit Image"
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[connection signal="close_requested" from="EditorWindow" to="EditorWindow" method="_on_close_requested"]
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[connection signal="file_selected" from="EditorWindow/UserInterfaceContainer/Editor/OpenShaderDialog" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_open_shader_dialog_file_selected"]
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[connection signal="file_selected" from="EditorWindow/UserInterfaceContainer/Editor/SaveShaderDialog" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_save_shader_dialog_file_selected"]
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[connection signal="file_selected" from="EditorWindow/UserInterfaceContainer/Editor/SaveImageDialog" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_save_image_dialog_file_selected"]
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[connection signal="code_completion_requested" from="EditorWindow/UserInterfaceContainer/Editor/CodeEdit" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_code_edit_code_completion_requested"]
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[connection signal="pressed" from="EditorWindow/UserInterfaceContainer/Editor/OpenShaderButton" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_open_shader_button_pressed"]
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[connection signal="pressed" from="EditorWindow/UserInterfaceContainer/Editor/SaveShaderButton" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_save_shader_button_pressed"]
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[connection signal="pressed" from="EditorWindow/UserInterfaceContainer/Editor/ApplyShaderButton" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_apply_shader_button_pressed"]
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[connection signal="pressed" from="EditorWindow/UserInterfaceContainer/Editor/SaveImageButton" to="EditorWindow/UserInterfaceContainer/Editor" method="_on_save_image_button_pressed"]
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[connection signal="pressed" from="EditorWindow/UserInterfaceContainer/Editor/FitImageButton" to="Camera" method="_on_fit_image_button_pressed"]
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178
scenes/ui_container.tscn
Normal file
178
scenes/ui_container.tscn
Normal file
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@ -0,0 +1,178 @@
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[gd_scene load_steps=3 format=3 uid="uid://btgits2mfup0h"]
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[ext_resource type="Script" path="res://src/UIAppVersion.gd" id="1_5qvnb"]
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[ext_resource type="Script" path="res://src/Editor.gd" id="2_haub5"]
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[node name="UserInterfaceContainer" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="AppName" type="Label" parent="."]
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layout_mode = 0
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offset_left = 24.0
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offset_top = 16.0
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offset_right = 208.0
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offset_bottom = 48.0
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theme_override_font_sizes/font_size = 20
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text = "Fragmented"
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vertical_alignment = 2
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[node name="AppVersion" type="Label" parent="."]
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layout_mode = 0
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offset_left = 152.0
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offset_top = 17.0
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offset_right = 208.0
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offset_bottom = 47.0
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theme_override_font_sizes/font_size = 14
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text = "v0
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"
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vertical_alignment = 2
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script = ExtResource("1_5qvnb")
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[node name="Editor" type="Control" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 24.0
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offset_top = 64.0
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offset_right = -24.0
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offset_bottom = -16.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("2_haub5")
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[node name="OpenShaderDialog" type="FileDialog" parent="Editor"]
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unique_name_in_owner = true
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auto_translate_mode = 1
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title = "Load Shader"
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size = Vector2i(521, 175)
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ok_button_text = "Open"
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mode_overrides_title = false
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file_mode = 0
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access = 2
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filters = PackedStringArray("*.gdshader")
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use_native_dialog = true
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[node name="SaveShaderDialog" type="FileDialog" parent="Editor"]
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unique_name_in_owner = true
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auto_translate_mode = 1
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title = "Save Shader"
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size = Vector2i(661, 175)
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ok_button_text = "Save"
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mode_overrides_title = false
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access = 2
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filters = PackedStringArray("*.gdshader")
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use_native_dialog = true
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[node name="SaveImageDialog" type="FileDialog" parent="Editor"]
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unique_name_in_owner = true
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auto_translate_mode = 1
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title = "Export Image"
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size = Vector2i(661, 175)
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ok_button_text = "Save"
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mode_overrides_title = false
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access = 2
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filters = PackedStringArray("*.png")
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use_native_dialog = true
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[node name="CodeEdit" type="CodeEdit" parent="Editor"]
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unique_name_in_owner = true
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = 48.0
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grow_horizontal = 2
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grow_vertical = 2
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theme_override_font_sizes/font_size = 14
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placeholder_text = "// Test"
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wrap_mode = 1
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minimap_draw = true
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minimap_width = 40
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caret_blink = true
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draw_control_chars = true
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draw_tabs = true
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draw_spaces = true
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line_length_guidelines = Array[int]([80])
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gutters_draw_line_numbers = true
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code_completion_enabled = true
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indent_automatic = true
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auto_brace_completion_enabled = true
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auto_brace_completion_highlight_matching = true
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[node name="NewShaderButton" type="Button" parent="Editor"]
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layout_mode = 1
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offset_right = 48.0
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offset_bottom = 32.0
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text = "New"
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[node name="OpenShaderButton" type="Button" parent="Editor"]
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layout_mode = 1
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offset_left = 56.0
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offset_right = 112.0
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offset_bottom = 32.0
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text = "Open"
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[node name="SaveShaderButton" type="Button" parent="Editor"]
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layout_mode = 1
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offset_left = 120.0
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offset_top = -1.0
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offset_right = 176.0
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offset_bottom = 31.0
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text = "Save"
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[node name="SaveShaderAsButton" type="Button" parent="Editor"]
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layout_mode = 1
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offset_left = 184.0
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offset_right = 263.0
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offset_bottom = 32.0
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text = "Save As"
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[node name="SaveImageButton" type="Button" parent="Editor"]
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layout_mode = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -72.0
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offset_bottom = 32.0
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grow_horizontal = 0
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text = "Export"
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[node name="FitImageButton" type="Button" parent="Editor"]
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layout_mode = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -128.0
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offset_right = -80.0
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offset_bottom = 32.0
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grow_horizontal = 0
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text = "Fit"
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[node name="ApplyShaderButton" type="Button" parent="Editor"]
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layout_mode = 1
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -232.0
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offset_right = -136.0
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offset_bottom = 31.0
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grow_horizontal = 0
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text = "Apply (F5)"
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[connection signal="file_selected" from="Editor/OpenShaderDialog" to="Editor" method="_on_open_shader_dialog_file_selected"]
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[connection signal="file_selected" from="Editor/SaveShaderDialog" to="Editor" method="_on_save_shader_dialog_file_selected"]
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[connection signal="file_selected" from="Editor/SaveImageDialog" to="Editor" method="_on_save_image_dialog_file_selected"]
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[connection signal="code_completion_requested" from="Editor/CodeEdit" to="Editor" method="_on_code_edit_code_completion_requested"]
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[connection signal="pressed" from="Editor/NewShaderButton" to="Editor" method="_on_new_shader_button_pressed"]
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[connection signal="pressed" from="Editor/OpenShaderButton" to="Editor" method="_on_open_shader_button_pressed"]
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[connection signal="pressed" from="Editor/SaveShaderButton" to="Editor" method="_on_save_shader_button_pressed"]
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[connection signal="pressed" from="Editor/SaveShaderAsButton" to="Editor" method="_on_save_shader_as_button_pressed"]
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[connection signal="pressed" from="Editor/SaveImageButton" to="Editor" method="_on_save_image_button_pressed"]
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[connection signal="pressed" from="Editor/FitImageButton" to="Editor" method="_on_fit_image_button_pressed"]
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[connection signal="pressed" from="Editor/ApplyShaderButton" to="Editor" method="_on_apply_shader_button_pressed"]
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@ -1,12 +1,14 @@
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extends Control
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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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@onready var image_viewport = %ImageViewport
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@onready var ui_control_filesave = %SaveImageDialog
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@onready var image_viewport = get_tree().root.get_node("Main/%ImageViewport")
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@onready var camera = get_tree().root.get_node("Main/%Camera")
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# # # # # # # # # # #
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# GDShader keywords #
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# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_language.cpp
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@ -183,28 +185,36 @@ func _input(event):
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func update():
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code_editor.text = Filesystem.shader.code
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#
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func _on_new_shader_button_pressed():
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Filesystem.reset()
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self.update()
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image_viewport.update()
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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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Filesystem.shader.code = code_editor.text
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if Filesystem.last_shader_savepath == "":
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_on_save_shader_as_button_pressed()
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else:
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_on_save_shader_dialog_file_selected(Filesystem.last_shader_savepath)
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func _on_save_shader_as_button_pressed() -> void:
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Filesystem.shader.code = code_editor.text
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if Filesystem.last_shader_savepath == "":
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save_shader_dialog.current_file = "filter.gdshader"
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else:
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save_shader_dialog.current_path = Filesystem.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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Filesystem.load_shader(path)
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image_viewport.update()
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self.update()
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func _on_save_shader_dialog_file_selected(path):
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Filesystem.save_shader(path, code_editor.text)
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func _on_fit_image_button_pressed():
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camera.fit_image()
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func _on_apply_shader_button_pressed():
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var shader = Shader.new()
|
||||
shader.code = code_editor.text
|
||||
Filesystem.shader = shader
|
||||
Filesystem.shader.code = code_editor.text
|
||||
image_viewport.update()
|
||||
|
||||
func _on_save_image_button_pressed():
|
||||
|
@ -212,5 +222,15 @@ func _on_save_image_button_pressed():
|
|||
ui_control_filesave.current_path = Filesystem.last_image_savepath
|
||||
ui_control_filesave.show()
|
||||
|
||||
#
|
||||
|
||||
func _on_open_shader_dialog_file_selected(path: String):
|
||||
Filesystem.load_shader(path)
|
||||
image_viewport.update()
|
||||
self.update()
|
||||
|
||||
func _on_save_shader_dialog_file_selected(path):
|
||||
Filesystem.save_shader(path)
|
||||
|
||||
func _on_save_image_dialog_file_selected(path):
|
||||
Filesystem.save_result(path)
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
extends Node
|
||||
|
||||
@onready var shader: Shader = load("res://src/shader/template.gdshader")
|
||||
@onready var template_shader: Shader = load("res://src/shader/template.gdshader")
|
||||
@onready var shader: Shader = template_shader.duplicate()
|
||||
var original_image: ImageTexture
|
||||
var result: Image
|
||||
|
||||
|
@ -9,6 +10,14 @@ var last_image_savepath = ""
|
|||
var last_shader_savepath = ""
|
||||
var last_original_image_path = ""
|
||||
|
||||
func reset():
|
||||
self.shader = self.template_shader.duplicate()
|
||||
self.last_image_savepath = ""
|
||||
self.last_shader_savepath = ""
|
||||
self.last_original_image_path = ""
|
||||
self.original_image = null
|
||||
self.result = null
|
||||
|
||||
func get_absolute_path(p: String) -> String:
|
||||
# this only works on Linux!
|
||||
if !p.begins_with("/"):
|
||||
|
@ -50,10 +59,10 @@ func load_shader(path: String):
|
|||
self.cwd = path.substr(0, path.rfind("/"))
|
||||
self.last_shader_savepath = path
|
||||
|
||||
func save_shader(path: String, content: String):
|
||||
func save_shader(path: String):
|
||||
print("Save ", path)
|
||||
var file = FileAccess.open(path, FileAccess.WRITE)
|
||||
file.store_string(content)
|
||||
file.store_string(self.shader.code)
|
||||
if "/" in path: # update current working directory
|
||||
self.cwd = path.substr(0, path.rfind("/"))
|
||||
self.last_shader_savepath = path
|
||||
|
|
|
@ -15,6 +15,7 @@ func update():
|
|||
fit_image = true
|
||||
Filesystem.load_original_image(original_image_path)
|
||||
if Filesystem.original_image == null:
|
||||
image_viewport_display.hide()
|
||||
return
|
||||
image_sprite.texture = Filesystem.original_image
|
||||
image_sprite.offset = Filesystem.original_image.get_size() / 2
|
||||
|
|
|
@ -8,4 +8,6 @@ func _ready():
|
|||
editor_window.position.x + editor_window.size.x + 50,
|
||||
editor_window.position.y)
|
||||
get_window().title = ProjectSettings.get_setting("application/config/name") + " - Viewer"
|
||||
get_window().min_size = Vector2i(400, 400)
|
||||
editor_window.title = ProjectSettings.get_setting("application/config/name") + " - Editor"
|
||||
editor_window.min_size = Vector2i(560, 400)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue