Added Open & Save buttons for the shader, some code improvements and bugfixes, open window maximized per default - closes #3
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parent
3a5451a4f6
commit
d7a4b05e85
5 changed files with 94 additions and 28 deletions
17
src/Main.gd
17
src/Main.gd
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@ -3,19 +3,16 @@ extends Node2D
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@onready var camera = $Camera
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@onready var image_viewport = $ImageViewport
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@onready var ui_container = $UI_Layer/UserInterfaceContainer
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@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenFileDialog
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@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveFileDialog
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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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func _ready():
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Globals.target_viewport = image_viewport
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func _on_open_image_button_pressed():
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if OS.get_name() == "Android":
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Engine.get_singleton("GodotGetImage").getGalleryImage()
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else:
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ui_control_fileopen.show()
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ui_control_fileopen.show()
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func _on_open_file_dialog_file_selected(path):
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func _on_open_image_dialog_file_selected(path):
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var img = Image.new()
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var err = img.load(path)
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if err == OK:
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@ -26,9 +23,11 @@ func _on_open_file_dialog_file_selected(path):
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print("An error occured!")
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func _on_save_image_button_pressed():
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ui_control_filesave.show()
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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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ui_control_filesave.show()
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func _on_save_file_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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if err != OK:
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print("An error occured!")
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