first commit

This commit is contained in:
Ugric
2026-03-02 02:17:04 +00:00
commit 5d56860f3a
813 changed files with 41799 additions and 0 deletions

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# If you make a container-based UI inside a WindowDialog, there is a chance it will overflow
# because WindowDialogs don't adjust by themselves. This happens when the user has a different
# font size than yours, and can cause controls to be unusable (like buttons at the bottom).
# This script adjusts the size of the parent WindowDialog based on the first Container it finds
# when the node becomes visible.
@tool
# Needs to be a Control, otherwise we don't receive the notification...
extends Control
const HT_Util = preload("../../util/util.gd")
func _notification(what: int):
if HT_Util.is_in_edited_scene(self):
return
if is_inside_tree() and what == Control.NOTIFICATION_VISIBILITY_CHANGED:
#print("Visible ", is_visible_in_tree(), ", ", visible)
call_deferred("_fit_to_contents")
func _fit_to_contents():
var dialog : Window = get_parent()
for child in dialog.get_children():
if child is Container:
var child_rect : Rect2 = child.get_global_rect()
var dialog_rect := Rect2(Vector2(), dialog.size)
#print("Dialog: ", dialog_rect, ", contents: ", child_rect, " ", child.get_path())
if not dialog_rect.encloses(child_rect):
var margin : Vector2 = child.get_rect().position
#print("Fitting ", dialog.get_path(), " from ", dialog.rect_size,
# " to ", child_rect.size + margin * 2.0)
dialog.min_size = child_rect.size + margin * 2.0
#func _process(delta):
# update()
# DEBUG
#func _draw():
# var self_global_pos = get_global_rect().position
#
# var dialog : Control = get_parent()
# var dialog_rect := dialog.get_global_rect()
# dialog_rect.position -= self_global_pos
# draw_rect(dialog_rect, Color(1,1,0), false)
#
# for child in dialog.get_children():
# if child is Container:
# var child_rect : Rect2 = child.get_global_rect()
# child_rect.position -= self_global_pos
# draw_rect(child_rect, Color(1,1,0,0.1))

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uid://civlwde0pyfx8

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[gd_scene load_steps=2 format=3 uid="uid://hf4jllhtne1j"]
[ext_resource type="Script" uid="uid://civlwde0pyfx8" path="res://addons/zylann.hterrain/tools/util/dialog_fitter.gd" id="1"]
[node name="DialogFitter" type="Control"]
mouse_filter = 2
script = ExtResource("1")
__meta__ = {
"_edit_use_anchors_": false
}

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# Editor-specific utilities.
# This script cannot be loaded in an exported game.
@tool
# This is normally an `EditorFileDialog`. I can't type-hint this one properly,
# because when I test UI in isolation, I can't use `EditorFileDialog`.
static func create_open_file_dialog() -> ConfirmationDialog:
var d
if Engine.is_editor_hint():
# TODO Workaround bug when editor-only classes are created in source code, even if not run
# https://github.com/godotengine/godot/issues/73525
# d = EditorFileDialog.new()
d = ClassDB.instantiate(&"EditorFileDialog")
d.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
d.access = EditorFileDialog.ACCESS_RESOURCES
else:
d = FileDialog.new()
d.file_mode = FileDialog.FILE_MODE_OPEN_FILE
d.access = FileDialog.ACCESS_RESOURCES
d.unresizable = false
return d
static func create_open_dir_dialog() -> ConfirmationDialog:
var d
if Engine.is_editor_hint():
# TODO Workaround bug when editor-only classes are created in source code, even if not run
# https://github.com/godotengine/godot/issues/73525
# d = EditorFileDialog.new()
d = ClassDB.instantiate(&"EditorFileDialog")
d.file_mode = EditorFileDialog.FILE_MODE_OPEN_DIR
d.access = EditorFileDialog.ACCESS_RESOURCES
else:
d = FileDialog.new()
d.file_mode = FileDialog.FILE_MODE_OPEN_DIR
d.access = FileDialog.ACCESS_RESOURCES
d.unresizable = false
return d
# If you want to open using Image.load()
static func create_open_image_dialog() -> ConfirmationDialog:
var d = create_open_file_dialog()
_add_image_filters(d)
return d
# If you want to open using load(),
# although it might still fail if the file is imported as Image...
static func create_open_texture_dialog() -> ConfirmationDialog:
var d = create_open_file_dialog()
_add_texture_filters(d)
return d
static func create_open_texture_array_dialog() -> ConfirmationDialog:
var d = create_open_file_dialog()
_add_texture_array_filters(d)
return d
# TODO Post a proposal, we need a file dialog filtering on resource types, not on file extensions!
static func _add_image_filters(file_dialog):
file_dialog.add_filter("*.png ; PNG files")
file_dialog.add_filter("*.jpg ; JPG files")
#file_dialog.add_filter("*.exr ; EXR files")
static func _add_texture_filters(file_dialog):
_add_image_filters(file_dialog)
# Godot
file_dialog.add_filter("*.ctex ; CompressedTexture files")
# Packed textures
file_dialog.add_filter("*.packed_tex ; HTerrainPackedTexture files")
static func _add_texture_array_filters(file_dialog):
_add_image_filters(file_dialog)
# Godot
file_dialog.add_filter("*.ctexarray ; TextureArray files")
# Packed textures
file_dialog.add_filter("*.packed_texarr ; HTerrainPackedTextureArray files")
# Tries to load a texture with the ResourceLoader, and if it fails, attempts
# to load it manually as an ImageTexture
static func load_texture(path: String, logger) -> Texture:
var tex : Texture = load(path)
if tex != null:
return tex
# This can unfortunately happen when the editor didn't import assets yet.
# See https://github.com/godotengine/godot/issues/17483
logger.error(str("Failed to load texture ", path, ", attempting to load manually"))
var im := Image.new()
var err = im.load(path)
if err != OK:
logger.error(str("Failed to load image ", path))
return null
var itex := ImageTexture.create_from_image(im)
return itex

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uid://br7gfr80jqfq2

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# Slider with two handles representing an interval.
@tool
extends Control
const VALUE_LOW = 0
const VALUE_HIGH = 1
const VALUE_COUNT = 2
const FG_MARGIN = 1
signal changed
var _min_value := 0.0
var _max_value := 1.0
var _values = [0.2, 0.6]
var _grabbing := false
func _get_property_list():
return [
{
"name": "min_value",
"type": TYPE_FLOAT,
"usage": PROPERTY_USAGE_EDITOR
},
{
"name": "max_value",
"type": TYPE_FLOAT,
"usage": PROPERTY_USAGE_EDITOR
},
{
"name": "range",
"type": TYPE_VECTOR2,
"usage": PROPERTY_USAGE_STORAGE
}
]
func _get(key: StringName):
match key:
&"min_value":
return _min_value
&"max_value":
return _max_value
&"range":
return Vector2(_min_value, _max_value)
func _set(key: StringName, value):
match key:
&"min_value":
_min_value = min(value, _max_value)
queue_redraw()
&"max_value":
_max_value = max(value, _min_value)
queue_redraw()
&"range":
_min_value = value.x
_max_value = value.y
func set_values(low: float, high: float):
if low > high:
low = high
if high < low:
high = low
_values[VALUE_LOW] = low
_values[VALUE_HIGH] = high
queue_redraw()
func set_value(i: int, v: float, notify_change: bool):
var min_value = _min_value
var max_value = _max_value
match i:
VALUE_LOW:
max_value = _values[VALUE_HIGH]
VALUE_HIGH:
min_value = _values[VALUE_LOW]
_:
assert(false)
v = clampf(v, min_value, max_value)
if v != _values[i]:
_values[i] = v
queue_redraw()
if notify_change:
changed.emit()
func get_value(i: int) -> float:
return _values[i]
func get_low_value() -> float:
return _values[VALUE_LOW]
func get_high_value() -> float:
return _values[VALUE_HIGH]
func get_ratio(i: int) -> float:
return _value_to_ratio(_values[i])
func get_low_ratio() -> float:
return get_ratio(VALUE_LOW)
func get_high_ratio() -> float:
return get_ratio(VALUE_HIGH)
func _ratio_to_value(r: float) -> float:
return r * (_max_value - _min_value) + _min_value
func _value_to_ratio(v: float) -> float:
if absf(_max_value - _min_value) < 0.001:
return 0.0
return (v - _min_value) / (_max_value - _min_value)
func _get_closest_index(ratio: float) -> int:
var distance_low := absf(ratio - get_low_ratio())
var distance_high := absf(ratio - get_high_ratio())
if distance_low < distance_high:
return VALUE_LOW
return VALUE_HIGH
func _set_from_pixel(px: float):
var r := (px - FG_MARGIN) / (size.x - FG_MARGIN * 2.0)
var i := _get_closest_index(r)
var v := _ratio_to_value(r)
set_value(i, v, true)
func _gui_input(event: InputEvent):
if event is InputEventMouseButton:
if event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
_grabbing = true
_set_from_pixel(event.position.x)
else:
if event.button_index == MOUSE_BUTTON_LEFT:
_grabbing = false
elif event is InputEventMouseMotion:
if _grabbing:
_set_from_pixel(event.position.x)
func _draw():
var grabber_width := 3
var background_v_margin := 0
var foreground_margin := FG_MARGIN
var grabber_color := Color(0.8, 0.8, 0.8)
var interval_color := Color(0.4,0.4,0.4)
var background_color := Color(0.1, 0.1, 0.1)
var control_rect := Rect2(Vector2(), size)
var bg_rect := Rect2(
control_rect.position.x,
control_rect.position.y + background_v_margin,
control_rect.size.x,
control_rect.size.y - 2 * background_v_margin)
draw_rect(bg_rect, background_color)
var fg_rect := control_rect.grow(-foreground_margin)
var low_ratio := get_low_ratio()
var high_ratio := get_high_ratio()
var low_x := fg_rect.position.x + low_ratio * fg_rect.size.x
var high_x := fg_rect.position.x + high_ratio * fg_rect.size.x
var interval_rect := Rect2(
low_x, fg_rect.position.y, high_x - low_x, fg_rect.size.y)
draw_rect(interval_rect, interval_color)
low_x = fg_rect.position.x + low_ratio * (fg_rect.size.x - grabber_width)
high_x = fg_rect.position.x + high_ratio * (fg_rect.size.x - grabber_width)
for x in [low_x, high_x]:
var grabber_rect := Rect2(
x,
fg_rect.position.y,
grabber_width,
fg_rect.size.y)
draw_rect(grabber_rect, grabber_color)

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uid://dnqvfdgwxl85k

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@tool
# Stuff not exposed by Godot for making .import files
const COMPRESS_LOSSLESS = 0
const COMPRESS_LOSSY = 1
const COMPRESS_VRAM_COMPRESSED = 2
const COMPRESS_VRAM_UNCOMPRESSED = 3
const COMPRESS_BASIS_UNIVERSAL = 4
const ROUGHNESS_DETECT = 0
const ROUGHNESS_DISABLED = 1
# Godot internally subtracts 2 to magically obtain a `Image.RoughnessChannel` enum
# (also not exposed)
const ROUGHNESS_RED = 2
const ROUGHNESS_GREEN = 3
const ROUGHNESS_BLUE = 4
const ROUGHNESS_ALPHA = 5
const ROUGHNESS_GRAY = 6

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uid://c1gdap1s7mjqx

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@tool
# Stuff not exposed by Godot for making .import files
const COMPRESS_LOSSLESS = 0
const COMPRESS_LOSSY = 1
const COMPRESS_VRAM_COMPRESSED = 2
const COMPRESS_VRAM_UNCOMPRESSED = 3
const COMPRESS_BASIS_UNIVERSAL = 4

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uid://cluv1frdusgml

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# Data structure to hold the result of a function that can be expected to fail.
# The use case is to report errors back to the GUI and act accordingly,
# instead of forgetting them to the console or having the script break on an assertion.
# This is a C-like way of things, where the result can bubble, and does not require globals.
@tool
# Replace `success` with `error : int`?
var success := false
var value = null
var message := ""
var inner_result = null
func _init(p_success: bool, p_message := "", p_inner = null):
success = p_success
message = p_message
inner_result = p_inner
# TODO Can't type-hint self return
func with_value(v):
value = v
return self
func get_message() -> String:
var msg := message
if inner_result != null:
msg += "\n"
msg += inner_result.get_message()
return msg
func is_ok() -> bool:
return success

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uid://jawgqo7nvu7m

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@tool
extends RichTextLabel
func _init():
meta_clicked.connect(_on_meta_clicked)
func _on_meta_clicked(meta):
OS.shell_open(meta)

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uid://ict65vmutips

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@tool
extends Control
const FG_MARGIN = 2
const MAX_DECIMALS_VISUAL = 3
signal value_changed(value)
var _value := 0.0
@export var value: float:
get:
return _value
set(v):
set_value_no_notify(v)
var _min_value := 0.0
@export var min_value: float:
get:
return _min_value
set(v):
set_min_value(v)
var _max_value := 100.0
@export var max_value: float:
get:
return _max_value
set(v):
set_max_value(v)
var _prefix := ""
@export var prefix: String:
get:
return _prefix
set(v):
set_prefix(v)
var _suffix := ""
@export var suffix: String:
get:
return _suffix
set(v):
set_suffix(v)
var _rounded := false
@export var rounded: bool:
get:
return _rounded
set(v):
set_rounded(v)
var _centered := true
@export var centered: bool:
get:
return _centered
set(v):
set_centered(v)
var _allow_greater := false
@export var allow_greater: bool:
get:
return _allow_greater
set(v):
set_allow_greater(v)
# There is still a limit when typing a larger value, but this one is to prevent software
# crashes or freezes. The regular min and max values are for slider UX. Exceeding it should be
# a corner case.
var _greater_max_value := 10000.0
@export var greater_max_value: float:
get:
return _greater_max_value
set(v):
set_greater_max_value(v)
var _label : Label
var _label2 : Label
var _line_edit : LineEdit
var _ignore_line_edit := false
var _pressing := false
var _grabbing := false
var _press_pos := Vector2()
func _init():
custom_minimum_size = Vector2(32, 28)
_label = Label.new()
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_label.clip_text = true
#_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_label.anchor_top = 0
_label.anchor_left = 0
_label.anchor_right = 1
_label.anchor_bottom = 1
_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
_label.add_theme_color_override("font_color_shadow", Color(0,0,0,0.5))
_label.add_theme_constant_override("shadow_offset_x", 1)
_label.add_theme_constant_override("shadow_offset_y", 1)
add_child(_label)
_label2 = Label.new()
_label2.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
_label2.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_label2.clip_text = true
#_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_label2.anchor_top = 0
_label2.anchor_left = 0
_label2.anchor_right = 1
_label2.anchor_bottom = 1
_label2.offset_left = 8
_label2.mouse_filter = Control.MOUSE_FILTER_IGNORE
_label2.add_theme_color_override("font_color_shadow", Color(0,0,0,0.5))
_label2.add_theme_constant_override("shadow_offset_x", 1)
_label2.add_theme_constant_override("shadow_offset_y", 1)
_label2.hide()
add_child(_label2)
_line_edit = LineEdit.new()
_line_edit.alignment = HORIZONTAL_ALIGNMENT_CENTER
_line_edit.anchor_top = 0
_line_edit.anchor_left = 0
_line_edit.anchor_right = 1
_line_edit.anchor_bottom = 1
_line_edit.gui_input.connect(_on_LineEdit_gui_input)
_line_edit.focus_exited.connect(_on_LineEdit_focus_exited)
_line_edit.text_submitted.connect(_on_LineEdit_text_submitted)
_line_edit.hide()
add_child(_line_edit)
mouse_default_cursor_shape = Control.CURSOR_HSIZE
func _ready():
pass # Replace with function body.
func set_centered(p_centered: bool):
_centered = p_centered
if _centered:
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.offset_right = 0
_label2.hide()
else:
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
_label.offset_right = -8
_label2.show()
queue_redraw()
func is_centered() -> bool:
return _centered
func set_value_no_notify(v: float):
set_value(v, false, false)
func set_value(v: float, notify_change: bool, use_slider_maximum: bool = false):
if _allow_greater and not use_slider_maximum:
v = clampf(v, _min_value, _greater_max_value)
else:
v = clampf(v, _min_value, _max_value)
if v != _value:
_value = v
queue_redraw()
if notify_change:
value_changed.emit(get_value())
func get_value():
if _rounded:
return int(roundf(_value))
return _value
func set_min_value(minv: float):
_min_value = minv
#queue_redraw()
func get_min_value() -> float:
return _min_value
func set_max_value(maxv: float):
_max_value = maxv
#queue_redraw()
func get_max_value() -> float:
return _max_value
func set_greater_max_value(gmax: float):
_greater_max_value = gmax
func get_greater_max_value() -> float:
return _greater_max_value
func set_rounded(b: bool):
_rounded = b
queue_redraw()
func is_rounded() -> bool:
return _rounded
func set_prefix(p_prefix: String):
_prefix = p_prefix
queue_redraw()
func get_prefix() -> String:
return _prefix
func set_suffix(p_suffix: String):
_suffix = p_suffix
queue_redraw()
func get_suffix() -> String:
return _suffix
func set_allow_greater(allow: bool):
_allow_greater = allow
func is_allowing_greater() -> bool:
return _allow_greater
func _set_from_pixel(px: float):
var r := (px - FG_MARGIN) / (size.x - FG_MARGIN * 2.0)
var v := _ratio_to_value(r)
set_value(v, true, true)
func get_ratio() -> float:
return _value_to_ratio(get_value())
func _ratio_to_value(r: float) -> float:
return r * (_max_value - _min_value) + _min_value
func _value_to_ratio(v: float) -> float:
if absf(_max_value - _min_value) < 0.001:
return 0.0
return (v - _min_value) / (_max_value - _min_value)
func _on_LineEdit_gui_input(event: InputEvent):
if event is InputEventKey:
if event.pressed:
if event.keycode == KEY_ESCAPE:
_ignore_line_edit = true
_hide_line_edit()
grab_focus()
_ignore_line_edit = false
func _on_LineEdit_focus_exited():
if _ignore_line_edit:
return
_enter_text()
func _on_LineEdit_text_submitted(text: String):
_enter_text()
func _enter_text():
var s = _line_edit.text.strip_edges()
if s.is_valid_float():
var v := s.to_float()
if not _allow_greater:
v = minf(v, _max_value)
set_value(v, true, false)
_hide_line_edit()
func _hide_line_edit():
_line_edit.hide()
_label.show()
queue_redraw()
func _show_line_edit():
_line_edit.show()
_line_edit.text = str(get_value())
_line_edit.select_all()
_line_edit.grab_focus()
_label.hide()
queue_redraw()
func _gui_input(event: InputEvent):
if event is InputEventMouseButton:
if event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
_press_pos = event.position
_pressing = true
else:
if event.button_index == MOUSE_BUTTON_LEFT:
_pressing = false
if _grabbing:
_grabbing = false
_set_from_pixel(event.position.x)
else:
_show_line_edit()
elif event is InputEventMouseMotion:
if _pressing and _press_pos.distance_to(event.position) > 2.0:
_grabbing = true
if _grabbing:
_set_from_pixel(event.position.x)
func _draw():
if _line_edit.visible:
return
#var grabber_width := 3
var background_v_margin := 0
var foreground_margin := FG_MARGIN
#var grabber_color := Color(0.8, 0.8, 0.8)
var interval_color := Color(0.4,0.4,0.4)
var background_color := Color(0.1, 0.1, 0.1)
var control_rect := Rect2(Vector2(), size)
var bg_rect := Rect2(
control_rect.position.x,
control_rect.position.y + background_v_margin,
control_rect.size.x,
control_rect.size.y - 2 * background_v_margin)
draw_rect(bg_rect, background_color)
var fg_rect := control_rect.grow(-foreground_margin)
# Clamping the ratio because the value can be allowed to exceed the slider's boundaries
var ratio := clampf(get_ratio(), 0.0, 1.0)
fg_rect.size.x *= ratio
draw_rect(fg_rect, interval_color)
var value_text := str(get_value())
var dot_pos := value_text.find(".")
if dot_pos != -1:
var decimal_count := len(value_text) - dot_pos
if decimal_count > MAX_DECIMALS_VISUAL:
value_text = value_text.substr(0, dot_pos + MAX_DECIMALS_VISUAL + 1)
if _centered:
var text := value_text
if _prefix != "":
text = str(_prefix, " ", text)
if _suffix != "":
text = str(text, " ", _suffix)
_label.text = text
else:
_label2.text = _prefix
var text := value_text
if _suffix != "":
text = str(text, " ", _suffix)
_label.text = text

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uid://b2xd6th11r23e

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[gd_scene load_steps=2 format=3 uid="uid://cq247pyah78ey"]
[ext_resource type="Script" uid="uid://b2xd6th11r23e" path="res://addons/zylann.hterrain/tools/util/spin_slider.gd" id="1"]
[node name="SpinSlider" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
rect_min_size = Vector2(32, 28)
mouse_default_cursor_shape = 10
script = ExtResource("1")
__meta__ = {
"_edit_use_anchors_": false
}