Files
fps_project_1/addons/terrain_3d/src/double_slider.gd
2025-03-31 14:14:50 -05:00

165 lines
4.3 KiB
GDScript

# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# DoubleSlider for Terrain3D
# Should work for other UIs
@tool
class_name DoubleSlider
extends Control
signal value_changed(Vector2)
var label: Label
var suffix: String
var grabbed_handle: int = 0 # -1 left, 0 none, 1 right
var min_value: float = 0.0
var max_value: float = 100.0
var step: float = 1.0
var range := Vector2(0, 100)
var display_scale: float = 1.
var position_x: float = 0.
var minimum_x: float = 60.
func _ready() -> void:
# Setup Display Scale
# 0 auto, 1 75%, 2 100%, 3 125%, 4 150%, 5 175%, 6 200%, 7 custom
var es: EditorSettings = EditorInterface.get_editor_settings()
var ds: int = es.get_setting("interface/editor/display_scale")
if ds == 0:
ds = 2
elif ds == 7:
display_scale = es.get_setting("interface/editor/custom_display_scale")
else:
display_scale = float(ds + 2) * .25
update_label()
func set_min(p_value: float) -> void:
min_value = p_value
if range.x <= min_value:
range.x = min_value
set_value(range)
update_label()
func get_min() -> float:
return min_value
func set_max(p_value: float) -> void:
max_value = p_value
if range.y == 0 or range.y >= max_value:
range.y = max_value
set_value(range)
update_label()
func get_max() -> float:
return max_value
func set_step(p_step: float) -> void:
step = p_step
func get_step() -> float:
return step
func set_value(p_range: Vector2) -> void:
range.x = clamp(p_range.x, min_value, max_value)
range.y = clamp(p_range.y, min_value, max_value)
if range.y < range.x:
var tmp: float = range.x
range.x = range.y
range.y = tmp
update_label()
emit_signal("value_changed", Vector2(range.x, range.y))
queue_redraw()
func get_value() -> Vector2:
return range
func update_label() -> void:
if label:
label.set_text(str(range.x) + suffix + "/" + str(range.y) + suffix)
if position_x == 0:
position_x = label.position.x
else:
label.position.x = position_x + 5 * display_scale
label.custom_minimum_size.x = minimum_x + 5 * display_scale
func _get_handle() -> int:
return 1
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
var button: int = p_event.get_button_index()
if button in [ MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN ]:
if p_event.is_pressed():
var mid_point = (range.x + range.y) / 2.0
var xpos: float = p_event.get_position().x * 2.0
if xpos >= mid_point:
grabbed_handle = 1
else:
grabbed_handle = -1
match button:
MOUSE_BUTTON_LEFT:
set_slider(p_event.get_position().x)
MOUSE_BUTTON_WHEEL_DOWN:
set_slider(-1., true)
MOUSE_BUTTON_WHEEL_UP:
set_slider(1., true)
else:
grabbed_handle = 0
if p_event is InputEventMouseMotion:
if grabbed_handle != 0:
set_slider(p_event.get_position().x)
func set_slider(p_xpos: float, p_relative: bool = false) -> void:
if grabbed_handle == 0:
return
var xpos_step: float = clamp(snappedf((p_xpos / size.x) * max_value, step), min_value, max_value)
if(grabbed_handle < 0):
if p_relative:
range.x += p_xpos
else:
range.x = xpos_step
else:
if p_relative:
range.y += p_xpos
else:
range.y = xpos_step
set_value(range)
func _notification(p_what: int) -> void:
if p_what == NOTIFICATION_DRAW:
# Draw background bar
var bg: StyleBox = get_theme_stylebox("slider", "HSlider")
var bg_height: float = bg.get_minimum_size().y
var mid_y: float = (size.y - bg_height) / 2.0
draw_style_box(bg, Rect2(Vector2(0, mid_y), Vector2(size.x, bg_height)))
# Draw foreground bar
var handle: Texture2D = get_theme_icon("grabber", "HSlider")
var area: StyleBox = get_theme_stylebox("grabber_area", "HSlider")
var startx: float = (range.x / max_value) * size.x
var endx: float = (range.y / max_value) * size.x
draw_style_box(area, Rect2(Vector2(startx, mid_y), Vector2(endx - startx, bg_height)))
# Draw handles, slightly in so they don't get on the outside edges
var handle_pos: Vector2
handle_pos.x = clamp(startx - handle.get_size().x/2, -10, size.x)
handle_pos.y = clamp(endx - handle.get_size().x/2, 0, size.x - 10)
draw_texture(handle, Vector2(handle_pos.x, -mid_y - 10 * (display_scale - 1.)))
draw_texture(handle, Vector2(handle_pos.y, -mid_y - 10 * (display_scale - 1.)))
update_label()