Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
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7 changed files with 41 additions and 5 deletions
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@ -659,6 +659,10 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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_initial_set("editors/animation/onion_layers_past_color", Color(1, 0, 0));
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_initial_set("editors/animation/onion_layers_future_color", Color(0, 1, 0));
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// Visual editors
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_initial_set("editors/visual_editors/minimap_opacity", 0.85);
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hints["editors/visual_editors/minimap_opacity"] = PropertyInfo(Variant::FLOAT, "editors/visual_editors/minimap_opacity", PROPERTY_HINT_RANGE, "0.0,1.0,0.01", PROPERTY_USAGE_DEFAULT);
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/* Run */
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// Window placement
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@ -92,6 +92,7 @@ static Ref<Texture2D> flip_icon(Ref<Texture2D> p_texture, bool p_flip_y = false,
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Ref<ImageTexture> texture(memnew(ImageTexture));
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Ref<Image> img = p_texture->get_data();
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img = img->duplicate();
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if (p_flip_y) {
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img->flip_y();
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@ -1098,7 +1099,11 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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theme->set_constant("bezier_len_neg", "GraphEdit", 160 * EDSCALE);
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// GraphEditMinimap
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theme->set_stylebox("bg", "GraphEditMinimap", make_flat_stylebox(dark_color_1, 0, 0, 0, 0));
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Ref<StyleBoxFlat> style_minimap_bg = make_flat_stylebox(dark_color_1, 0, 0, 0, 0);
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style_minimap_bg->set_border_color(dark_color_3);
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style_minimap_bg->set_border_width_all(1);
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theme->set_stylebox("bg", "GraphEditMinimap", style_minimap_bg);
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Ref<StyleBoxFlat> style_minimap_camera;
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Ref<StyleBoxFlat> style_minimap_node;
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if (dark_theme) {
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@ -1115,9 +1120,15 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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theme->set_stylebox("camera", "GraphEditMinimap", style_minimap_camera);
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theme->set_stylebox("node", "GraphEditMinimap", style_minimap_node);
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Ref<Texture2D> resizer_icon = theme->get_icon("GuiResizer", "EditorIcons");
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theme->set_icon("resizer", "GraphEditMinimap", flip_icon(resizer_icon, true, true));
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theme->set_color("resizer_color", "GraphEditMinimap", Color(1, 1, 1, 0.65));
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Ref<Texture2D> minimap_resizer_icon = theme->get_icon("GuiResizer", "EditorIcons");
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Color minimap_resizer_color;
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if (dark_theme) {
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minimap_resizer_color = Color(1, 1, 1, 0.65);
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} else {
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minimap_resizer_color = Color(0, 0, 0, 0.65);
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}
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theme->set_icon("resizer", "GraphEditMinimap", flip_icon(minimap_resizer_icon, true, true));
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theme->set_color("resizer_color", "GraphEditMinimap", minimap_resizer_color);
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// GraphNode
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const float mv = dark_theme ? 0.0 : 1.0;
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@ -255,6 +255,9 @@ void AnimationNodeBlendTreeEditor::_update_graph() {
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graph->connect_node(from, 0, to, to_idx);
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}
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float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
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graph->set_minimap_opacity(graph_minimap_opacity);
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}
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void AnimationNodeBlendTreeEditor::_file_opened(const String &p_file) {
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@ -888,6 +891,8 @@ AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() {
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graph->connect("scroll_offset_changed", callable_mp(this, &AnimationNodeBlendTreeEditor::_scroll_changed));
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graph->connect("delete_nodes_request", callable_mp(this, &AnimationNodeBlendTreeEditor::_delete_nodes_request));
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graph->connect("popup_request", callable_mp(this, &AnimationNodeBlendTreeEditor::_popup_request));
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float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
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graph->set_minimap_opacity(graph_minimap_opacity);
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VSeparator *vs = memnew(VSeparator);
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graph->get_zoom_hbox()->add_child(vs);
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@ -1282,6 +1282,9 @@ void VisualShaderEditor::_update_graph() {
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graph->connect_node(itos(from), from_idx, itos(to), to_idx);
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}
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float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
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graph->set_minimap_opacity(graph_minimap_opacity);
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}
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VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
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@ -3161,6 +3164,8 @@ VisualShaderEditor::VisualShaderEditor() {
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graph->set_h_size_flags(SIZE_EXPAND_FILL);
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add_child(graph);
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graph->set_drag_forwarding(this);
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float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
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graph->set_minimap_opacity(graph_minimap_opacity);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
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@ -981,6 +981,10 @@ void VisualScriptEditor::_update_graph(int p_only_id) {
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}
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_update_graph_connections();
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float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
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graph->set_minimap_opacity(graph_minimap_opacity);
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// Use default_func instead of default_func for now I think that should be good stop gap solution to ensure not breaking anything.
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graph->call_deferred("set_scroll_ofs", script->get_scroll() * EDSCALE);
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updating_graph = false;
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@ -4326,6 +4330,8 @@ VisualScriptEditor::VisualScriptEditor() {
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graph->connect("duplicate_nodes_request", callable_mp(this, &VisualScriptEditor::_on_nodes_duplicate));
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graph->connect("gui_input", callable_mp(this, &VisualScriptEditor::_graph_gui_input));
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graph->set_drag_forwarding(this);
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float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
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graph->set_minimap_opacity(graph_minimap_opacity);
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graph->hide();
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graph->connect("scroll_offset_changed", callable_mp(this, &VisualScriptEditor::_graph_ofs_changed));
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@ -154,6 +154,10 @@ Vector2 GraphEditMinimap::_convert_to_graph_position(const Vector2 &p_position)
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}
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void GraphEditMinimap::_gui_input(const Ref<InputEvent> &p_ev) {
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if (!ge->is_minimap_enabled()) {
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return;
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}
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Ref<InputEventMouseButton> mb = p_ev;
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Ref<InputEventMouseMotion> mm = p_ev;
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@ -1754,7 +1758,7 @@ GraphEdit::GraphEdit() {
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top_layer->add_child(minimap);
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minimap->set_name("_minimap");
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minimap->set_modulate(Color(1, 1, 1, minimap_opacity));
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minimap->set_mouse_filter(MOUSE_FILTER_STOP);
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minimap->set_mouse_filter(MOUSE_FILTER_PASS);
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minimap->set_custom_minimum_size(Vector2(50, 50));
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minimap->set_size(minimap_size);
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minimap->set_anchors_preset(Control::PRESET_BOTTOM_RIGHT);
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@ -115,6 +115,7 @@ static Ref<Texture2D> flip_icon(Ref<Texture2D> p_texture, bool p_flip_y = false,
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Ref<ImageTexture> texture(memnew(ImageTexture));
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Ref<Image> img = p_texture->get_data();
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img = img->duplicate();
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if (p_flip_y) {
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img->flip_y();
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