82 lines
1.8 KiB
GDScript
82 lines
1.8 KiB
GDScript
tool
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extends Container
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onready var select_button : Button = $Button
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onready var select_node_dialog : WindowDialog = $SelectNodeDialog
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const SELECT_BUTTON_DEFAULT_TEXT := "Select a Node"
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var sprite : Node setget set_sprite
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var _sprite_icon : Texture
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var _sprite3d_icon : Texture
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signal node_selected(sprite)
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func _ready():
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select_node_dialog.class_filters = ["Sprite", "Sprite3D"]
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select_button.connect("pressed", self, "_on_SelectButton_pressed")
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select_node_dialog.connect("node_selected", self, "_on_SelectNodeDialog_node_selected")
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func get_state() -> Dictionary:
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var state := {}
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if sprite:
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state.sprite = sprite
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return state
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func set_state(new_state : Dictionary) -> void:
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var new_sprite : Node = new_state.get("sprite")
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if new_sprite != null:
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self.sprite = new_sprite
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else:
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sprite = null
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select_button.text = SELECT_BUTTON_DEFAULT_TEXT
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select_button.icon = _sprite_icon
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func _update_theme(editor_theme : EditorTheme) -> void:
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var is_sprite3d := select_button.icon == _sprite3d_icon
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_sprite_icon = editor_theme.get_icon("Sprite")
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_sprite3d_icon = editor_theme.get_icon("Sprite3D")
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if is_sprite3d:
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select_button.icon = _sprite3d_icon
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else:
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select_button.icon = _sprite_icon
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# Setters and Getters
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func set_sprite(node : Node) -> void:
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sprite = node
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var node_path := node.owner.get_parent().get_path_to(node)
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select_button.text = node_path
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if node.is_class("Sprite"):
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select_button.icon = _sprite_icon
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elif node.is_class("Sprite3D"):
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select_button.icon = _sprite3d_icon
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# Signal Callbacks
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func _on_SelectButton_pressed() -> void:
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if select_node_dialog.initialize():
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select_node_dialog.popup_centered_ratio(.5)
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func _on_SelectNodeDialog_node_selected(selected_node : Node) -> void:
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self.sprite = selected_node
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emit_signal("node_selected", selected_node)
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