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@tool
extends Control
const HT_DetailEditor = preload("./detail_editor/detail_editor.gd")
# Emitted when a texture item is selected
signal texture_selected(index)
signal edit_texture_pressed(index)
signal import_textures_pressed
# Emitted when a detail item is selected (grass painting)
signal detail_selected(index)
signal detail_list_changed
@onready var _minimap = $HSplitContainer/HSplitContainer/MinimapContainer/Minimap
@onready var _brush_editor = $HSplitContainer/BrushEditor
@onready var _texture_editor = $HSplitContainer/HSplitContainer/HSplitContainer/TextureEditor
@onready var _detail_editor : HT_DetailEditor = \
$HSplitContainer/HSplitContainer/HSplitContainer/DetailEditor
func setup_dialogs(base_control: Control):
_brush_editor.setup_dialogs(base_control)
func set_terrain(terrain):
_minimap.set_terrain(terrain)
_texture_editor.set_terrain(terrain)
_detail_editor.set_terrain(terrain)
func set_undo_redo(undo_manager: EditorUndoRedoManager):
_detail_editor.set_undo_redo(undo_manager)
func set_image_cache(image_cache):
_detail_editor.set_image_cache(image_cache)
func set_camera_transform(cam_transform: Transform3D):
_minimap.set_camera_transform(cam_transform)
func set_terrain_painter(terrain_painter):
_brush_editor.set_terrain_painter(terrain_painter)
func _on_TextureEditor_texture_selected(index):
texture_selected.emit(index)
func _on_DetailEditor_detail_selected(index):
detail_selected.emit(index)
func set_brush_editor_display_mode(mode):
_brush_editor.set_display_mode(mode)
func set_detail_layer_index(index):
_detail_editor.set_layer_index(index)
func _on_DetailEditor_detail_list_changed():
detail_list_changed.emit()
func _on_TextureEditor_import_pressed():
import_textures_pressed.emit()
func _on_TextureEditor_edit_pressed(index: int):
edit_texture_pressed.emit(index)
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