mj177/addons/cyclops_level_builder/commands/cmd_select_blocks.gd
2025-02-03 19:17:20 +01:00

239 lines
6.6 KiB
GDScript

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