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gamedev-the-steward/addons/terrain_3d/src/asset_dock.gd
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GDScript

# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# Asset Dock for Terrain3D
@tool
extends PanelContainer
signal confirmation_closed
signal confirmation_confirmed
signal confirmation_canceled
const ES_DOCK_TILE_SIZE: String = "terrain3d/dock/tile_size"
const ES_DOCK_PINNED: String = "terrain3d/dock/always_on_top"
const ES_DOCK_TAB: String = "terrain3d/dock/tab"
var texture_list: ListContainer
var mesh_list: ListContainer
var current_list: ListContainer
var _updating_list: bool
var pinned_btn: Button
var size_slider: HSlider
var box: BoxContainer
var buttons: BoxContainer
var textures_btn: Button
var meshes_btn: Button
var asset_container: ScrollContainer
var confirm_dialog: ConfirmationDialog
var _confirmed: bool = false
var search_box: TextEdit
var search_button: Button
#DEPRECATED 4.5
#class EdDock extends EditorDock:
#func _update_layout(layout: int) -> void:
#layout 1 vertical, 2 horizontal, 4 window
#print("Terrain3DAssetDock: _update_layout called with: ", layout)
var _dock: MarginContainer #DEPRECATED 4.5 - Use EdDock
var _initialized: bool = false
var plugin: EditorPlugin
var window: Window
func _notification(what: int) -> void:
if what == NOTIFICATION_ENTER_TREE:
await get_tree().process_frame
update_layout()
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_dock = ClassDB.instantiate("EditorDock") #DEPRECATED 4.5 - EdDock.new()
_dock.title = "Terrain3D"
_dock.dock_icon = preload("../icons/terrain3d.svg")
_dock.default_slot = 8 #DEPRECATED 4.5 - EditorDock.DockSlot.DOCK_SLOT_BOTTOM
_dock.closable = false
_dock.available_layouts = 0x7 #DEPRECATED 4.5 - EditorDock.DOCK_LAYOUT_ALL
_dock.add_child(self)
plugin.add_dock(_dock)
_dock.open()
_dock.make_visible()
pinned_btn = $Box/Buttons/Pinned
size_slider = $Box/Buttons/SizeSlider
size_slider.owner = null
box = $Box
buttons = $Box/Buttons
textures_btn = $Box/Buttons/TexturesBtn
meshes_btn = $Box/Buttons/MeshesBtn
asset_container = $Box/ScrollContainer
search_box = $Box/Buttons/SearchBox
search_box.owner = null
# Scale left column width to editor scale
var editor_scale: float = EditorInterface.get_editor_scale()
search_box.custom_minimum_size = Vector2(100. * editor_scale, 30. * editor_scale)
search_button = $Box/Buttons/SearchBox/SearchButton
texture_list = ListContainer.new()
texture_list.name = "TextureList"
texture_list.plugin = plugin
texture_list.type = Terrain3DAssets.TYPE_TEXTURE
asset_container.add_child(texture_list, true)
mesh_list = ListContainer.new()
mesh_list.name = "MeshList"
mesh_list.plugin = plugin
mesh_list.type = Terrain3DAssets.TYPE_MESH
mesh_list.visible = false
asset_container.add_child(mesh_list, true)
current_list = texture_list
load_editor_settings()
# Connect signals
resized.connect(update_layout)
textures_btn.pressed.connect(_on_textures_pressed)
meshes_btn.pressed.connect(_on_meshes_pressed)
pinned_btn.toggled.connect(_on_pin_changed)
pinned_btn.owner = null
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
meshes_btn.add_theme_font_size_override(
"font_size", int(16. * EditorInterface.get_editor_scale())
)
textures_btn.add_theme_font_size_override(
"font_size", int(16. * EditorInterface.get_editor_scale())
)
search_box.text_changed.connect(_on_search_text_changed)
search_button.pressed.connect(_on_search_button_pressed)
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog, true)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(
func():
_confirmed = true
confirmation_closed.emit()
confirmation_confirmed.emit()
)
confirm_dialog.canceled.connect(
func():
_confirmed = false
confirmation_closed.emit()
confirmation_canceled.emit()
)
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
# Avoid saving icon resources in tscn when editing w/ a tool script
if EditorInterface.get_edited_scene_root() != self:
pinned_btn.icon = get_theme_icon("Pin", "EditorIcons")
pinned_btn.text = ""
search_button.icon = get_theme_icon("Search", "EditorIcons")
_initialized = true
update_dock()
update_layout()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if search_box.has_focus():
if plugin.debug:
print("Terrain3DAssetDock: _on_box_gui_input: search_box releasing focus")
search_box.release_focus()
## Dock placement
func remove_dock(p_force: bool = false) -> void:
plugin.remove_dock(_dock)
func update_dock() -> void:
if not _initialized:
return
update_assets()
_dock.make_visible()
func update_layout() -> void:
if not _initialized:
return
if plugin.debug > 1:
print("Terrain3DAssetDock: update_layout")
## Detect if we have a new window from `Make floating` and grab it
if not window:
if get_parent().get_parent().get_parent() is Window:
window = get_parent().get_parent().get_parent()
_on_pin_changed(pinned_btn.button_pressed)
plugin.godot_editor_window.mouse_entered.connect(_on_godot_window_entered)
return # Displaying will call this function again
# Check if window was just freed. Freed objects have a different hash than null
elif hash(window) != hash(null):
window = null
plugin.godot_editor_window.mouse_entered.disconnect(_on_godot_window_entered)
return # Will call this function again upon display
## Vertical layout: buttons on top
if size.x < 700:
box.vertical = true
buttons.vertical = false
search_box.reparent(box)
box.move_child(search_box, 1)
size_slider.reparent(box)
box.move_child(size_slider, 2)
pinned_btn.reparent(buttons)
else:
# Wide layout: buttons on left
box.vertical = false
buttons.vertical = true
search_box.reparent(buttons)
buttons.move_child(search_box, 0)
size_slider.reparent(buttons)
buttons.move_child(size_slider, 3)
pinned_btn.reparent(box)
pinned_btn.visible = is_instance_valid(window)
save_editor_settings()
# When a floating asset dock has focus and the mouse returns, grab focus so cursor decal works
func _on_godot_window_entered() -> void:
if plugin.debug > 1:
print("Terrain3DAssetDock: _on_godot_window_entered")
if is_instance_valid(window) and window.has_focus():
plugin.godot_editor_window.grab_focus()
func set_selected_by_asset_id(p_id: int) -> void:
search_box.text = ""
_on_search_text_changed()
current_list.set_selected_id(p_id)
func _on_search_text_changed() -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_search_text_changed: ", search_box.text)
search_box.text = search_box.text.strip_escapes()
var len: int = search_box.text.length()
if len > 0:
search_box.set_caret_column(len)
search_button.icon = get_theme_icon("Close", "EditorIcons")
else:
search_button.icon = get_theme_icon("Search", "EditorIcons")
mesh_list.search_text = search_box.text
texture_list.search_text = search_box.text
current_list.update_asset_list()
current_list.set_selected_id(0)
func _on_search_button_pressed() -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_search_button_pressed")
if search_box.text.length() > 0:
search_box.text = ""
_on_search_text_changed()
else:
if plugin.debug:
print("Terrain3DAssetDock: _on_search_button_pressed: Search box grabbing focus")
search_box.grab_focus()
## Dock Button handlers
func _on_pin_changed(toggled: bool) -> void:
if window:
window.always_on_top = pinned_btn.button_pressed
save_editor_settings()
func _on_slider_changed(value: float) -> void:
# Set both lists so they match
if texture_list:
texture_list.set_entry_width(value)
if mesh_list:
mesh_list.set_entry_width(value)
save_editor_settings()
# Hack to trigger ScrollContainer::_reposition_children() to update size of scroll bar handle
asset_container.layout_direction = Control.LAYOUT_DIRECTION_LTR
asset_container.layout_direction = Control.LAYOUT_DIRECTION_INHERITED
func _on_textures_pressed() -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_textures_pressed")
if _updating_list or current_list == texture_list:
return
_updating_list = true
current_list = texture_list
texture_list.visible = true
mesh_list.visible = false
textures_btn.set_pressed_no_signal(true)
meshes_btn.set_pressed_no_signal(false)
texture_list.update_asset_list()
if plugin.is_terrain_valid():
EditorInterface.edit_node(plugin.terrain)
save_editor_settings()
_updating_list = false
func _on_meshes_pressed() -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_meshes_pressed")
if _updating_list or current_list == mesh_list:
return
_updating_list = true
current_list = mesh_list
mesh_list.visible = true
texture_list.visible = false
meshes_btn.set_pressed_no_signal(true)
textures_btn.set_pressed_no_signal(false)
mesh_list.update_asset_list()
if plugin.is_terrain_valid():
EditorInterface.edit_node(plugin.terrain)
save_editor_settings()
_updating_list = false
func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_tool_changed: ", p_tool, ", ", p_operation)
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]:
_on_textures_pressed()
## Update Dock Contents
func update_assets() -> void:
if plugin.debug:
print(
"Terrain3DAssetDock: update_assets: ", plugin.terrain.assets if plugin.terrain else ""
)
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
plugin.terrain.assets.textures_changed.connect(texture_list.update_asset_list)
if not plugin.terrain.assets.meshes_changed.is_connected(mesh_list.update_asset_list):
plugin.terrain.assets.meshes_changed.connect(mesh_list.update_asset_list)
current_list.update_asset_list()
## Manage Editor Settings
func load_editor_settings() -> void:
# Remove old editor settings
const ES_DOCK: String = "terrain3d/dock/"
for setting in ["slot", "floating", "window_position", "window_size"]:
plugin.erase_setting(ES_DOCK + setting)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
size_slider.value = plugin.get_setting(ES_DOCK_TILE_SIZE, 90)
_on_slider_changed(size_slider.value)
# TODO Don't save tab until thumbnail generation more reliable
#if plugin.get_setting(ES_DOCK_TAB, 0) == 1:
# _on_meshes_pressed()
func save_editor_settings() -> void:
if not _initialized:
return
plugin.set_setting(ES_DOCK_TILE_SIZE, size_slider.value)
plugin.set_setting(ES_DOCK_PINNED, pinned_btn.button_pressed)
# TODO Don't save tab until thumbnail generation more reliable
# plugin.set_setting(ES_DOCK_TAB, 0 if current_list == texture_list else 1)
##############################################################
## class ListContainer
##############################################################
class ListContainer:
extends Container
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
var selected_id: int = 0
var height: float = 0.
var width: float = 90.
var focus_style: StyleBox
var _clearing_resource: bool = false
var search_text: String = ""
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
add_theme_color_override("font_color", Color.WHITE)
add_theme_color_override("font_shadow_color", Color.BLACK)
add_theme_constant_override("shadow_offset_x", 1)
add_theme_constant_override("shadow_offset_y", 1)
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
if plugin.debug:
print("Terrain3DListContainer ", name, ": update_asset_list")
clear()
# Grab terrain
var t: Terrain3D = plugin.get_terrain()
if not (t and t.assets):
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
var texture: Terrain3DTextureAsset = t.assets.get_texture(i)
add_item(texture)
if texture_count < Terrain3DAssets.MAX_TEXTURES:
add_item()
else:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails()
var mesh_count: int = t.assets.get_mesh_count()
for i in mesh_count:
var mesh: Terrain3DMeshAsset = t.assets.get_mesh_asset(i)
add_item(mesh)
if mesh_count < Terrain3DAssets.MAX_MESHES:
add_item()
set_selected_id(selected_id)
func add_item(p_resource: Resource = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
entry.set_edited_resource(p_resource)
if not entry.get_resource_name().containsn(search_text) and not search_text == "":
return
var res_id: int = p_resource.id if p_resource else entries.size()
entry.hovered.connect(_on_resource_hovered.bind(res_id))
entry.clicked.connect(clicked_id.bind(entries.size()))
entry.inspected.connect(_on_resource_inspected)
entry.changed.connect(_on_resource_changed.bind(res_id))
entry.type = type
add_child(entry, true)
entries.push_back(entry)
if p_resource:
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(
p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int
) -> void:
EditorInterface.mark_scene_as_unsaved()
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func clicked_id(p_id: int) -> void:
# Select Tool if clicking an asset
plugin.select_terrain()
if (
type == Terrain3DAssets.TYPE_TEXTURE
and not (
plugin.editor.get_tool()
in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]
)
):
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif (
type == Terrain3DAssets.TYPE_MESH
and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER
):
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
set_selected_id(p_id)
func set_selected_id(p_id: int) -> void:
# "Add new" is the final entry only when search box is blank
var max_id: int = max(0, entries.size() - (1 if search_text else 2))
if plugin.debug:
print(
"Terrain3DListContainer ",
name,
": set_selected_id: ",
selected_id,
" to ",
clamp(p_id, 0, max_id)
)
selected_id = clamp(p_id, 0, max_id)
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.ui._on_setting_changed()
func get_selected_asset_id() -> int:
# "Add new" is the final entry only when search box is blank
var max_id: int = max(0, entries.size() - (1 if search_text else 2))
var id: int = clamp(selected_id, 0, max_id)
if plugin.debug:
print(
"Terrain3DListContainer ",
name,
": get_selected_asset_id: selected_id: ",
selected_id,
", clamped: ",
id,
", entries: ",
entries.size()
)
if id >= entries.size():
return 0
var res: Resource = entries[id].resource
if not res:
return 0
if type == Terrain3DAssets.AssetType.TYPE_MESH:
return (res as Terrain3DMeshAsset).id
else:
return (res as Terrain3DTextureAsset).id
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().process_frame
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource and _clearing_resource:
return
if not p_resource:
if plugin.debug:
print(
"Terrain3DListContainer ",
name,
": _on_resource_changed: removing asset ID: ",
p_id
)
_clearing_resource = true
var asset_dock: Control = get_parent().get_parent().get_parent()
if type == Terrain3DAssets.TYPE_TEXTURE:
asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this texture?"
else:
asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this mesh and delete all instances?"
asset_dock.confirm_dialog.popup_centered()
await asset_dock.confirmation_closed
if not asset_dock._confirmed:
update_asset_list()
_clearing_resource = false
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().process_frame
if plugin.is_terrain_valid():
if type == Terrain3DAssets.TYPE_TEXTURE:
plugin.terrain.assets.set_texture(p_id, p_resource)
else:
plugin.terrain.assets.set_mesh_asset(p_id, p_resource)
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
_clearing_resource = false
func set_entry_width(value: float) -> void:
var min_width: float = 90.0 * max(1.0, EditorInterface.get_editor_scale())
width = clamp(value, min_width, 512.0)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
var id: int = 0
var separation: float = 2.
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
var tile_size: Vector2 = Vector2(width, width) - Vector2(separation, separation)
var name_font_size := int(
clamp(tile_size.x / 12., 12., 16.) * EditorInterface.get_editor_scale()
)
for c in get_children():
if is_instance_valid(c):
c.size = tile_size
c.position = (
Vector2(id % columns, id / columns) * width
+ Vector2(separation / columns, separation / columns)
)
height = max(height, c.position.y + width)
id += 1
c.name_label.add_theme_font_size_override("font_size", name_font_size)
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
##############################################################
## class ListEntry
##############################################################
class ListEntry:
extends MarginContainer
signal hovered
signal clicked
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
var drop_data: bool = false
var is_hovered: bool = false
var is_selected: bool = false
var name_label: Label
var button_row: FlowContainer
var button_enabled: TextureButton
var button_edit: TextureButton
var spacer: Control
var button_clear: TextureButton
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
@onready var clear_icon: Texture2D = get_theme_icon("Close", "EditorIcons")
@onready var edit_icon: Texture2D = get_theme_icon("Edit", "EditorIcons")
@onready var enabled_icon: Texture2D = get_theme_icon("GuiVisibilityVisible", "EditorIcons")
@onready var disabled_icon: Texture2D = get_theme_icon("GuiVisibilityHidden", "EditorIcons")
@onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons")
func _ready() -> void:
name = "ListEntry"
custom_minimum_size = Vector2i(86., 86.)
mouse_filter = Control.MOUSE_FILTER_PASS
add_theme_constant_override("margin_top", 5)
add_theme_constant_override("margin_left", 5)
add_theme_constant_override("margin_right", 5)
setup_buttons()
setup_label()
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func setup_buttons() -> void:
destroy_buttons()
button_row = FlowContainer.new()
button_enabled = TextureButton.new()
button_edit = TextureButton.new()
spacer = Control.new()
button_clear = TextureButton.new()
var icon_size: Vector2 = Vector2(12, 12)
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button_row.alignment = FlowContainer.ALIGNMENT_CENTER
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
add_child(button_row, true)
if type == Terrain3DAssets.TYPE_MESH:
button_enabled.set_texture_normal(enabled_icon)
button_enabled.set_texture_pressed(disabled_icon)
button_enabled.set_custom_minimum_size(icon_size)
button_enabled.set_h_size_flags(Control.SIZE_SHRINK_END)
button_enabled.set_visible(resource != null)
button_enabled.tooltip_text = "Enable Instances"
button_enabled.toggle_mode = true
button_enabled.mouse_filter = Control.MOUSE_FILTER_PASS
button_enabled.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_enabled.pressed.connect(_on_enable)
button_row.add_child(button_enabled, true)
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
button_edit.set_visible(resource != null)
button_edit.tooltip_text = "Edit Asset"
button_edit.mouse_filter = Control.MOUSE_FILTER_PASS
button_edit.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_edit.pressed.connect(_on_edit)
button_row.add_child(button_edit, true)
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
button_row.add_child(spacer, true)
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
button_clear.set_visible(resource != null)
button_clear.tooltip_text = "Clear Asset"
button_clear.mouse_filter = Control.MOUSE_FILTER_PASS
button_clear.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_clear.pressed.connect(_on_clear)
button_row.add_child(button_clear, true)
func destroy_buttons() -> void:
if button_row:
button_row.free()
button_row = null
if button_enabled:
button_enabled.free()
button_enabled = null
if button_edit:
button_edit.free()
button_edit = null
if spacer:
spacer.free()
spacer = null
if button_clear:
button_clear.free()
button_clear = null
func get_resource_name() -> StringName:
if resource:
if resource is Terrain3DMeshAsset:
return (resource as Terrain3DMeshAsset).get_name()
elif resource is Terrain3DTextureAsset:
return (resource as Terrain3DTextureAsset).get_name()
return ""
func setup_label() -> void:
name_label = Label.new()
name_label.name = "MeshLabel"
name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
name_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
name_label.add_theme_font_size_override(
"font_size", int(14. * EditorInterface.get_editor_scale())
)
name_label.add_theme_color_override("font_color", Color.WHITE)
name_label.add_theme_color_override("font_shadow_color", Color.BLACK)
name_label.add_theme_constant_override("shadow_offset_x", 1)
name_label.add_theme_constant_override("shadow_offset_y", 1)
name_label.visible = false
name_label.autowrap_mode = TextServer.AUTOWRAP_OFF
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
add_child(name_label, true)
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_PREDELETE:
destroy_buttons()
NOTIFICATION_DRAW:
# Hide spacer if icons are crowding small textures
spacer.visible = size.x > 94. or type == Terrain3DAssets.TYPE_TEXTURE
var rect: Rect2 = Rect2(Vector2.ZERO, get_size())
if !resource:
draw_style_box(background, rect)
draw_texture(add_icon, (get_size() / 2) - (add_icon.get_size() / 2))
else:
if type == Terrain3DAssets.TYPE_TEXTURE:
_thumbnail = resource.get_albedo_texture()
else:
_thumbnail = resource.get_thumbnail()
if _thumbnail:
draw_texture_rect(_thumbnail, rect, false)
texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
else:
draw_rect(rect, Color(.15, .15, .15, 1.))
if type == Terrain3DAssets.TYPE_TEXTURE:
self_modulate = resource.get_albedo_color()
else:
button_enabled.set_pressed_no_signal(!resource.is_enabled())
if drop_data:
draw_style_box(focus_style, rect)
if is_hovered:
draw_rect(rect, Color(1, 1, 1, 0.2))
if is_selected:
draw_style_box(focus_style, rect)
NOTIFICATION_MOUSE_ENTER:
if not resource:
name_label.visible = false
else:
name_label.visible = true
is_hovered = true
name_label.text = get_resource_name()
tooltip_text = get_resource_name()
emit_signal("hovered")
queue_redraw()
NOTIFICATION_MOUSE_EXIT:
name_label.visible = false
is_hovered = false
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
match p_event.get_button_index():
MOUSE_BUTTON_LEFT:
# If `Add new` is clicked
if !resource:
if type == Terrain3DAssets.TYPE_TEXTURE:
set_edited_resource(Terrain3DTextureAsset.new(), false)
else:
set_edited_resource(Terrain3DMeshAsset.new(), false)
_on_edit()
else:
emit_signal("clicked")
MOUSE_BUTTON_RIGHT:
if resource:
_on_edit()
MOUSE_BUTTON_MIDDLE:
if resource:
_on_clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
if p_data.files.size() == 1:
queue_redraw()
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
if res is Texture2D and type == Terrain3DAssets.TYPE_TEXTURE:
var ta := Terrain3DTextureAsset.new()
if resource is Terrain3DTextureAsset:
ta.id = resource.id
ta.set_albedo_texture(res)
set_edited_resource(ta, false)
resource = ta
elif res is Terrain3DTextureAsset and type == Terrain3DAssets.TYPE_TEXTURE:
if resource is Terrain3DTextureAsset:
res.id = resource.id
set_edited_resource(res, false)
elif res is PackedScene and type == Terrain3DAssets.TYPE_MESH:
if not resource:
resource = Terrain3DMeshAsset.new()
set_edited_resource(resource, false)
resource.set_scene_file(res)
elif res is Terrain3DMeshAsset and type == Terrain3DAssets.TYPE_MESH:
if resource is Terrain3DMeshAsset:
res.id = resource.id
set_edited_resource(res, false)
emit_signal("clicked")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
if not resource.setting_changed.is_connected(_on_resource_changed):
resource.setting_changed.connect(_on_resource_changed)
if resource is Terrain3DTextureAsset:
if not resource.file_changed.is_connected(_on_resource_changed):
resource.file_changed.connect(_on_resource_changed)
elif resource is Terrain3DMeshAsset:
if not resource.instancer_setting_changed.is_connected(_on_resource_changed):
resource.instancer_setting_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if not p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed(_value: int = 0) -> void:
queue_redraw()
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
if not is_inside_tree():
#push_error("not in tree")
return
is_selected = value
if is_selected:
# Handle scrolling to show the selected item
await get_tree().process_frame
if is_inside_tree():
get_parent().get_parent().get_v_scroll_bar().ratio = (
position.y / get_parent().size.y
)
queue_redraw()
func _on_clear() -> void:
if resource:
name_label.hide()
set_edited_resource(null, false)
func _on_edit() -> void:
emit_signal("clicked")
emit_signal("inspected", resource)
func _on_enable() -> void:
if resource is Terrain3DMeshAsset:
resource.set_enabled(!resource.is_enabled())
func _format_number(num: int) -> String:
var is_negative: bool = num < 0
var str_num: String = str(abs(num))
var result: String = ""
var length: int = str_num.length()
for i in length:
result = str_num[length - 1 - i] + result
if i < length - 1 and (i + 1) % 3 == 0:
result = "," + result
return "-" + result if is_negative else result