Added Open & Save buttons for the shader, some code improvements and bugfixes, open window maximized per default - closes #3

This commit is contained in:
ChaoticByte 2024-06-08 11:23:21 +02:00
parent 3a5451a4f6
commit d7a4b05e85
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5 changed files with 94 additions and 28 deletions

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@ -3,19 +3,16 @@ extends Node2D
@onready var camera = $Camera
@onready var image_viewport = $ImageViewport
@onready var ui_container = $UI_Layer/UserInterfaceContainer
@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenFileDialog
@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveFileDialog
@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenImageDialog
@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveImageDialog
func _ready():
Globals.target_viewport = image_viewport
func _on_open_image_button_pressed():
if OS.get_name() == "Android":
Engine.get_singleton("GodotGetImage").getGalleryImage()
else:
ui_control_fileopen.show()
ui_control_fileopen.show()
func _on_open_file_dialog_file_selected(path):
func _on_open_image_dialog_file_selected(path):
var img = Image.new()
var err = img.load(path)
if err == OK:
@ -26,9 +23,11 @@ func _on_open_file_dialog_file_selected(path):
print("An error occured!")
func _on_save_image_button_pressed():
ui_control_filesave.show()
if image_viewport.get_result() != null:
ui_control_filesave.current_file = "image.png"
ui_control_filesave.show()
func _on_save_file_dialog_file_selected(path):
func _on_save_image_dialog_file_selected(path):
var err = image_viewport.get_result().save_png(path)
if err != OK:
print("An error occured!")