208 lines
5.8 KiB
GDScript
208 lines
5.8 KiB
GDScript
extends Control
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onready var map_menu := ($menu/menubar/MapMenu as MenuButton).get_popup()
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onready var map_node := $map
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onready var cursor := $map/cursor
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onready var cursor_sprite := $map/cursor/preview
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const MAP_SCALE_MAX := 8.0
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const MAP_SCALE_MIN := 0.25
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const TileTabScene := preload("res://Scenes/Editor/TileTab.tscn")
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func _ready():
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add_tile_tab("Base", $map/tiles/base)
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add_tile_tab("Floors", $map/tiles/floor)
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add_tile_tab("Walls", $map/tiles/walls)
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enum PlacingMode {
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NONE,
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TILEMAP,
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OBJECT
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}
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# Prevent input handler from running when other dialogs/actions are focused
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var input_lock := false
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# Drag variables
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var dragging := false
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var view_origin := Vector2.ZERO
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var mouse_origin := Vector2.ZERO
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# Placing variables
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var placing := false
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var deleting := false
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var placing_mode = PlacingMode.NONE
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var placing_layer = null
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var placing_tile_id := -1
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var current_brush := "none"
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# Cursor variables
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var cursor_pos := Vector2.ZERO
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var pressed_pos := Vector2.ZERO
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const TILE_SIZE := 32
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func _input(ev: InputEvent):
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if input_lock:
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return
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if ev is InputEventMouseMotion:
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if dragging:
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map_node.global_position = view_origin - (mouse_origin - ev.global_position)
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else:
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# Map cursor location to grid
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var tile_snap: Vector2 = map_node.scale * TILE_SIZE
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var mouse_offset: Vector2 = (ev.global_position - map_node.global_position) / tile_snap
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var new_cursor_pos := Vector2(floor(mouse_offset.x), floor(mouse_offset.y))
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if new_cursor_pos != cursor_pos:
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var old_pos = cursor_pos
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cursor_pos = new_cursor_pos
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if placing or deleting:
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handle_held_cursor_move(old_pos, new_cursor_pos)
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cursor.position = cursor_pos * TILE_SIZE
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if ev is InputEventMouseButton:
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var mouse := ev as InputEventMouseButton
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if mouse.pressed:
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match ev.button_index:
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BUTTON_LEFT:
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if current_brush == "freehand":
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place_tiles([cursor_pos], placing_tile_id)
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placing = true
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pressed_pos = cursor_pos
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BUTTON_RIGHT:
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if current_brush == "freehand":
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place_tiles([cursor_pos], -1)
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deleting = true
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BUTTON_WHEEL_UP:
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# Zoom in
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var old_scale = map_node.scale
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if map_node.scale.x < MAP_SCALE_MAX:
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if map_node.scale.x < 1:
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map_node.scale *= 2
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else:
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map_node.scale += Vector2.ONE
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map_node.position -= (map_node.position + mouse.position * map_node.scale)- (map_node.position + mouse.position * old_scale)
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BUTTON_WHEEL_DOWN:
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# Zoom out
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var old_scale = map_node.scale
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if map_node.scale.x > MAP_SCALE_MIN:
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if map_node.scale.x <= 1:
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map_node.scale /= 2
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else:
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map_node.scale -= Vector2.ONE
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map_node.position -= (map_node.position + mouse.position * map_node.scale)- (map_node.position + mouse.position * old_scale)
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BUTTON_MIDDLE:
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view_origin = map_node.global_position
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mouse_origin = ev.global_position
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dragging = true
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else:
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match ev.button_index:
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BUTTON_LEFT:
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if current_brush == "rect":
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place_rect(pressed_pos, cursor_pos, placing_tile_id)
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placing = false
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BUTTON_RIGHT:
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deleting = false
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BUTTON_MIDDLE:
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dragging = false
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map_node.global_position = view_origin - (mouse_origin - ev.global_position)
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func handle_held_cursor_move(old_pos: Vector2, new_pos: Vector2):
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match current_brush:
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"freehand":
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var id = placing_tile_id
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# If deleting, null tile instead
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if deleting:
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id = -1
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place_tiles([new_pos], id)
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func place_rect(a: Vector2, b: Vector2, id: int):
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if placing_layer == null:
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return
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var layer := placing_layer as TileMap
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# Sort coordinates
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var x_ord = Vector2(a.x, b.x)
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var y_ord = Vector2(a.y, b.y)
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if a.x > b.x:
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x_ord = Vector2(b.x, a.x)
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if a.y > b.y:
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y_ord = Vector2(b.y, a.y)
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var positions = []
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for x in range(x_ord.x, x_ord.y+1):
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layer.set_cellv(Vector2(x, a.y), id)
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layer.set_cellv(Vector2(x, b.y), id)
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for y in range(y_ord.x, y_ord.y+1):
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layer.set_cellv(Vector2(a.x, y), id)
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layer.set_cellv(Vector2(b.x, y), id)
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layer.update_bitmask_region(a, b)
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func place_tiles(positions: Array, id: int):
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if placing_layer == null:
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return
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var layer := placing_layer as TileMap
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for pos in positions:
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# Place tile
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layer.set_cellv(pos, id)
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for pos in positions:
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# Update bitmask
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layer.update_bitmask_area(pos)
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var group := ButtonGroup.new()
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func add_tile_tab(name: String, tilemap: TileMap):
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var tab := add_tab(name)
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tab.connect("tile_selected", self, "_tile_selected", [name, tilemap])
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var tileset := tilemap.tile_set
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var ids := tileset.get_tiles_ids()
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for id in ids:
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var tile_name := tileset.tile_get_name(id)
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var tile_icon := make_tile_texture(tileset, id)
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tab.add_entry(id, group, tile_icon)
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func add_tab(name: String) -> TileTab:
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var tab := TileTabScene.instance() as TileTab
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tab.name = name
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$layers/tabs.add_child(tab)
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return tab
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func _toggle_tile_input(enable: bool):
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input_lock = not enable
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func _tile_selected(id: int, name: String, tilemap: TileMap):
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cursor_sprite.texture = make_tile_texture(tilemap.tile_set, id)
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placing_mode = PlacingMode.TILEMAP
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placing_layer = tilemap
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placing_tile_id = id
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func make_tile_texture(tileset: TileSet, id: int) -> AtlasTexture:
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var tile_mode := tileset.tile_get_tile_mode(id)
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var tile_icon := AtlasTexture.new()
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tile_icon.atlas = tileset.tile_get_texture(id)
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match tile_mode:
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TileSet.AUTO_TILE:
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var tile_size := tileset.autotile_get_size(id)
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tile_icon.region = Rect2(
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tileset.autotile_get_icon_coordinate(id) * tile_size,
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tile_size
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)
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TileSet.SINGLE_TILE:
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tile_icon.region = tileset.tile_get_region(id)
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return tile_icon
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onready var layers_panel = $layers
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onready var brush_panel = $tools/brushPanel
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func _tool_selected(tool_type):
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layers_panel.visible = false
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brush_panel.visible = false
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placing_mode = PlacingMode.NONE
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match tool_type:
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"tile":
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layers_panel.visible = true
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brush_panel.visible = true
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placing_mode = PlacingMode.TILEMAP
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func _set_brush(brush_type: String):
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current_brush = brush_type
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