Improve variable naming in Filesystem.gd

This commit is contained in:
ChaoticByte 2025-10-10 22:33:29 +02:00
parent 578ecb1d01
commit b7e2c9dfa2
Signed by: ChaoticByte
SSH key fingerprint: SHA256:bHr1NPU+JZFLUbsTl2/mfa6U+6dcM7VjKohzXnshfFY
4 changed files with 19 additions and 20 deletions

View file

@ -25,8 +25,8 @@ func _process(_delta: float) -> void:
old_zoom = self.zoom
func fit_image():
if Filesystem.original_image != null:
var image_size = Filesystem.original_image.get_size()
if Filesystem.input_image_texture != null:
var image_size = Filesystem.input_image_texture.get_size()
var viewport_size = get_viewport_rect().size
var zoomf = 1.0
if viewport_size.x / image_size.x * image_size.y > viewport_size.y:

View file

@ -17,13 +17,12 @@ var shader: Shader:
print("Load ", shader_path)
return load(shader_path)
var image_path = ""
var original_image: ImageTexture
var result: Image
var input_image_path = ""
var input_image_texture: ImageTexture
var last_input_image_path = ""
var last_image_savepath = ""
var last_original_image_path = ""
var result: Image
func get_absolute_path(p: String) -> String:
# this only works on Linux!
@ -32,16 +31,16 @@ func get_absolute_path(p: String) -> String:
return p
func load_image() -> String: # returns an error message
print("Load ", image_path)
print("Load ", input_image_path)
var img = Image.new()
var err = img.load(image_path)
var err = img.load(input_image_path)
if err == OK:
original_image = ImageTexture.create_from_image(img)
if self.last_image_savepath == "" or image_path != self.last_original_image_path:
self.last_image_savepath = image_path
self.last_original_image_path = image_path
input_image_texture = ImageTexture.create_from_image(img)
if self.last_image_savepath == "" or input_image_path != self.last_input_image_path:
self.last_image_savepath = input_image_path
self.last_input_image_path = input_image_path
return ""
return error_string(err) + " " + image_path
return error_string(err) + " " + input_image_path
func save_result(path: String):
print("Export ", path)

View file

@ -50,7 +50,7 @@ func set_vsync(enabled: bool):
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
func update() -> Array: # returns error messages (strings)
if Filesystem.image_path == "":
if Filesystem.input_image_path == "":
return ["No image loaded!"]
var shader = Filesystem.shader # read from disk
if shader == null:
@ -60,16 +60,16 @@ func update() -> Array: # returns error messages (strings)
return ["Shader compilation failed!"]
var errors = []
# load texture
var fit_image = Filesystem.image_path != Filesystem.last_original_image_path
var fit_image = Filesystem.input_image_path != Filesystem.last_input_image_path
var err = Filesystem.load_image()
if err != "":
errors.append(err)
image_viewport_display.hide()
return errors
# apply texture
image_sprite.texture = Filesystem.original_image
image_sprite.offset = Filesystem.original_image.get_size() / 2
self.size = Filesystem.original_image.get_size()
image_sprite.texture = Filesystem.input_image_texture
image_sprite.offset = Filesystem.input_image_texture.get_size() / 2
self.size = Filesystem.input_image_texture.get_size()
# show the image viewport & fit the image
if fit_image: camera.fit_image()
image_viewport_display.show()

View file

@ -92,7 +92,7 @@ func _on_open_shader_dialog_confirmed() -> void:
func _on_open_image_dialog_file_selected(path: String) -> void:
Filesystem.image_path = path
Filesystem.input_image_path = path
self._on_apply_shader_button_pressed()
func _on_open_image_dialog_canceled() -> void: