crabs-game/addons/aseprite_importer/interface/import_menu/SelectSpriteMenu.gd

82 lines
1.8 KiB
GDScript

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