239 lines
6.6 KiB
GDScript
239 lines
6.6 KiB
GDScript
# MIT License
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#
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# Copyright (c) 2023 Mark McKay
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# https://github.com/blackears/cyclopsLevelBuilder
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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@tool
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class_name CommandSelectBlocks
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extends CyclopsCommand
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#Public
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var selection_type:Selection.Type = Selection.Type.REPLACE
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var block_paths:Array[NodePath]
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#Private
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#var tracked_selected_blocks:Array[NodePath]
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#var tracked_active_blocks:Array[NodePath]
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var cached_selection:Array[NodePath]
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var init:bool = false
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func _init():
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command_name = "Select blocks"
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#func will_change_anything()->bool:
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#
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# var active_path:NodePath
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# if !block_paths.is_empty():
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# active_path = block_paths[0]
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## print("will change active %s" % active_path)
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#
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# for child in builder.get_blocks():
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# if child is CyclopsBlock:
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# var block:CyclopsBlock = child
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# var path:NodePath = block.get_path()
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#
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# match selection_type:
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# Selection.Type.REPLACE:
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# if block.selected != block_paths.has(path):
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# return true
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#
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# if block.active != (path == active_path):
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# return true
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#
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# Selection.Type.ADD:
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# if block_paths.has(path):
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# if !block.selected:
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# return true
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# if block.active != (path == active_path):
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# return true
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#
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# Selection.Type.SUBTRACT:
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# if block_paths.has(path):
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# if block.selected:
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# return true
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#
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# Selection.Type.TOGGLE:
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# if !block_paths.is_empty():
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# return true
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#
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## print("will chage anything false")
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# return false
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func will_change_anything()->bool:
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var selection:EditorSelection = builder.get_editor_interface().get_selection()
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var cur_node_list:Array[Node] = selection.get_selected_nodes()
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if !init:
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for node in cur_node_list:
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cached_selection.append(node.get_path())
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init = true
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var cur_paths:Array[NodePath]
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for node in selection.get_selected_nodes():
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cur_paths.append(node.get_path())
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if selection_type == Selection.Type.REPLACE:
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if cur_paths.size() != block_paths.size():
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return true
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for i in cur_paths.size():
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if cur_paths[i] != block_paths[i]:
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return true
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return false
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elif selection_type == Selection.Type.ADD:
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for path in block_paths:
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if !cur_paths.has(path):
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return true
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return false
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elif selection_type == Selection.Type.SUBTRACT:
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for path in block_paths:
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if cur_paths.has(path):
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return true
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return false
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elif selection_type == Selection.Type.TOGGLE:
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if !block_paths.is_empty():
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return true
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return false
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return false
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func do_it():
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var selection:EditorSelection = builder.get_editor_interface().get_selection()
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var cur_node_list:Array[Node] = selection.get_selected_nodes()
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if !init:
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cached_selection = cur_node_list.duplicate()
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init = true
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var cur_paths:Array[NodePath]
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for node in selection.get_selected_nodes():
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cur_paths.append(node.get_path())
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if selection_type == Selection.Type.REPLACE:
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selection.clear()
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for path in block_paths:
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var node:Node = builder.get_node(path)
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selection.add_node(node)
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elif selection_type == Selection.Type.ADD:
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for path in block_paths:
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if !cur_paths.has(path):
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var node:Node = builder.get_node(path)
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selection.add_node(node)
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elif selection_type == Selection.Type.SUBTRACT:
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for path in block_paths:
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if cur_paths.has(path):
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var node:Node = builder.get_node(path)
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selection.remove_node(node)
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elif selection_type == Selection.Type.TOGGLE:
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for path in block_paths:
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var node:Node = builder.get_node(path)
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if cur_paths.has(path):
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selection.remove_node(node)
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else:
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selection.add_node(node)
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#func do_it_old():
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## print("sel verts do_it")
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#
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# #Cache state
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# tracked_selected_blocks.clear()
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# tracked_active_blocks.clear()
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#
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#
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# var active_block:CyclopsBlock = builder.get_active_block()
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# tracked_active_blocks.append(active_block.get_path())
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#
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# for child in builder.get_selected_blocks():
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# var block:CyclopsBlock = child
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# tracked_selected_blocks.append(block.get_path())
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#
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# #Do selection
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# var active_path:NodePath
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# if !block_paths.is_empty():
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# active_path = block_paths[0]
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#
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# #print("do_it active %s" % active_path)
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## print("Setting active %s" % active_path)
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# for child in builder.get_blocks():
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# var block:CyclopsBlock = child
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# var path:NodePath = block.get_path()
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#
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# match selection_type:
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# Selection.Type.REPLACE:
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# block.selected = block_paths.has(path)
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# block.active = path == active_path
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# Selection.Type.ADD:
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# if block_paths.has(path):
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# block.selected = true
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# block.active = path == active_path
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# Selection.Type.SUBTRACT:
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# if block_paths.has(path):
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# block.selected = false
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# block.active = false
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# Selection.Type.TOGGLE:
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# #print("Check block %s" % path)
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# #print("act %s sel %s" % [block.active, block.selected])
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# if path == active_path:
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# #print("Match active")
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# if !block.active:
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# #print("Setting active %s" % block.name)
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# block.active = true
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# block.selected = true
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# else:
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# #print("Clearing active %s" % block.name)
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# block.active = false
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# block.selected = false
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# else:
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# if block_paths.has(path):
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# #print("Setting sel")
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# block.selected = !block.selected
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# block.active = false
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#
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# builder.selection_changed.emit()
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func undo_it():
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var selection:EditorSelection = builder.get_editor_interface().get_selection()
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selection.clear()
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for path in cached_selection:
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var node:Node = builder.get_node(path)
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selection.add_node(node)
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#func undo_it():
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#
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# for child in builder.get_blocks():
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# if child is CyclopsBlock:
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# var block:CyclopsBlock = child
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# var path:NodePath = block.get_path()
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#
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# block.selected = tracked_selected_blocks.has(path)
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# block.active = tracked_active_blocks.has(path)
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#
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# builder.selection_changed.emit()
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