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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)