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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-22 19:43:55 +00:00
Enable selection and context menu for log output; add filter settings for 2D/3D weapon display
This commit is contained in:
parent
402893ec17
commit
4787cd6691
2 changed files with 29 additions and 0 deletions
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@ -104,6 +104,8 @@ func _build_ui() -> void:
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log_output = RichTextLabel.new()
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log_output = RichTextLabel.new()
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log_output.bbcode_enabled = true
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log_output.bbcode_enabled = true
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log_output.scroll_following = true
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log_output.scroll_following = true
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log_output.selection_enabled = true
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log_output.context_menu_enabled = true
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log_output.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_output.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_output.size_flags_vertical = Control.SIZE_EXPAND_FILL
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log_output.size_flags_vertical = Control.SIZE_EXPAND_FILL
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log_scroll.add_child(log_output)
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log_scroll.add_child(log_output)
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@ -14,8 +14,18 @@ var _items_database_path := "res://Resources/ItemsDatabase.tres"
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var _show_2d_checkbox: CheckBox
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var _show_2d_checkbox: CheckBox
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var _show_3d_checkbox: CheckBox
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var _show_3d_checkbox: CheckBox
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const SETTING_SHOW_2D = "weapon_creator/filter_show_2d"
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const SETTING_SHOW_3D = "weapon_creator/filter_show_3d"
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func setup(editor_interface: EditorInterface) -> void:
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func setup(editor_interface: EditorInterface) -> void:
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_editor_interface = editor_interface
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_editor_interface = editor_interface
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# Load saved filter settings after editor interface is available
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if _show_2d_checkbox:
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_show_2d_checkbox.button_pressed = _load_filter_setting(SETTING_SHOW_2D, true)
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if _show_3d_checkbox:
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_show_3d_checkbox.button_pressed = _load_filter_setting(SETTING_SHOW_3D, true)
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# Refresh to apply loaded filter settings
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refresh_weapons()
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func _ready() -> void:
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func _ready() -> void:
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_build_ui()
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_build_ui()
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@ -120,8 +130,25 @@ func refresh_weapons() -> void:
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_add_error_label("No weapons found in database")
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_add_error_label("No weapons found in database")
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func _on_filter_changed(_toggled: bool) -> void:
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func _on_filter_changed(_toggled: bool) -> void:
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_save_filter_settings()
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refresh_weapons()
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refresh_weapons()
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func _load_filter_setting(key: String, default_value: bool) -> bool:
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if not _editor_interface:
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return default_value
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var editor_settings = _editor_interface.get_editor_settings()
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if editor_settings and editor_settings.has_setting(key):
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return editor_settings.get_setting(key)
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return default_value
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func _save_filter_settings() -> void:
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if not _editor_interface:
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return
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var editor_settings = _editor_interface.get_editor_settings()
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if editor_settings:
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editor_settings.set_setting(SETTING_SHOW_2D, _show_2d_checkbox.button_pressed)
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editor_settings.set_setting(SETTING_SHOW_3D, _show_3d_checkbox.button_pressed)
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func _create_weapon_tile(loot_item: Resource, weapon_data: Resource, is_3d: bool) -> void:
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func _create_weapon_tile(loot_item: Resource, weapon_data: Resource, is_3d: bool) -> void:
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var panel = PanelContainer.new()
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var panel = PanelContainer.new()
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panel.custom_minimum_size = Vector2(100, 145)
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panel.custom_minimum_size = Vector2(100, 145)
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