Merge branch 'godot4'

# Conflicts:
#	.gitignore
#	Control.tscn
#	data/мп550-работа-эскиз.png
#	shaders/shader_edu.tres
This commit is contained in:
sasha80
2023-07-07 15:57:21 +03:00
142 changed files with 4231 additions and 499 deletions

6
.gitignore vendored
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@@ -21,5 +21,9 @@ mono_crash.*.json
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# Godot 4+ specific ignores
.godot/
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toggle_mode = true
clip_text = true
[node name="label" type="Label" parent="."]
layout_mode = 2
[connection signal="toggled" from="button" to="." method="_on_button_toggled"]

18
scenes/canvas.gd Normal file
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extends Sprite2D
func set_strob_visible(val: bool): $строб.visible = val
func set_strob_dir(val: float): $строб.material.set('shader_parameter/dir', val)
func set_strob_color(val: Color): $строб.material.set('shader_parameter/color', val)
func set_strob_width(val: float): $строб.material.set('shader_parameter/width', val)
func set_strob_band(val: float): $строб.material.set('shader_parameter/band', val / 125.0)
func set_strob_radius(val: float): $строб.material.set('shader_parameter/radius', sv(val))
func set_strob_center(val: Vector2): $строб.position = val
func get_strob_center() -> Vector2: return $строб.position
func get_strob_visible() -> bool: return $строб.visible
func get_strob_width() -> float: return $строб.material.get('shader_parameter/width')
func get_strob_band() -> float: return $строб.material.get('shader_parameter/band') * 125.0
func get_strob_radius(val: float): return $строб.material.set('shader_parameter/radius', sv(val))
func get_radius_max(): return $строб.scale.x / 2.0
func sv(val: float) -> float: return val / ($строб.scale.x / 2.0) * 0.125

31
scenes/canvas.tscn Normal file
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[gd_scene load_steps=7 format=3 uid="uid://b5kjdyxuwsot5"]
[ext_resource type="Material" uid="uid://s6xe8igevnv2" path="res://shaders/shader_edu.tres" id="1_uxbga"]
[ext_resource type="Script" path="res://scenes/canvas.gd" id="2_vkwmy"]
[ext_resource type="PackedScene" uid="uid://c73ahpv8uiuc7" path="res://scenes/Sector.tscn" id="3_uhdvc"]
[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="4_gb4a1"]
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_2bft1"]
size = Vector2(1600, 1200)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_hwrhs"]
resource_local_to_scene = true
shader = ExtResource("4_gb4a1")
shader_parameter/color = Color(1, 1, 1, 0.168627)
shader_parameter/clip_color = Color(1, 0.5, 0.5, 1)
shader_parameter/width = 45.0
shader_parameter/band = 0.02
shader_parameter/radius = 0.08
shader_parameter/dir = 0.08
shader_parameter/inner_clip = 0.045
[node name="canvas" type="Sprite2D"]
material = ExtResource("1_uxbga")
texture = SubResource("PlaceholderTexture2D_2bft1")
centered = false
script = ExtResource("2_vkwmy")
[node name="строб" parent="." instance=ExtResource("3_uhdvc")]
material = SubResource("ShaderMaterial_hwrhs")
position = Vector2(560, 560)
scale = Vector2(1100, 1100)

38
scenes/file_table.gd Normal file
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extends Table
var FILES_EXCLUDE_NAMES = ['.', '..']
var FILES_HEADERS_TEXT = ['Имя файла', 'Размер', 'Дата' ]
var FILES_COLUMN_WIDTHS = [ 400, 150, 250 ]
var FILES_HEADERS_ALIGNMENT = [ HORIZONTAL_ALIGNMENT_CENTER, HORIZONTAL_ALIGNMENT_CENTER, HORIZONTAL_ALIGNMENT_CENTER ]
var FILES_ROWS_ALIGNMENT = [ HORIZONTAL_ALIGNMENT_LEFT, HORIZONTAL_ALIGNMENT_RIGHT, HORIZONTAL_ALIGNMENT_CENTER ]
func fill_files_table(tbl: Table, folder: String, rows_types: Array):
var dir: = DirAccess.open(folder)
if dir == null:
return
var files: = []
var exclude_names: = ['.', '..']
dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
while true:
var file: = dir.get_next()
if file == '':
break
if file in exclude_names:
continue
var file_name = folder + '/' + file
var fd = FileAccess.open(file_name, FileAccess.READ)
if not fd:
continue
var glob_path = ProjectSettings.globalize_path(file_name)
var sz = fd.get_length()
var ut = fd.get_modified_time(file_name)
fd.close()
var mt = Time.get_datetime_dict_from_unix_time(ut)
var file_row = [file, '%d' % sz, '%d-%02d-%02d %02d:%02d' % [mt.year, mt.month, mt.day, mt.hour, mt.minute]]
tbl.add_row(rows_types)
var i_row = tbl.get_rows_count() - 1
tbl.set_row_text(i_row, file_row)
tbl.set_node_meta(0, i_row, 'file_path', glob_path)
dir.list_dir_end()

26
scenes/frame.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://bq7haw1ypiv48"]
[ext_resource type="Texture2D" uid="uid://cs6i1xwx0pmdk" path="res://data/рамка-панели.png" id="1_o7lya"]
[ext_resource type="Script" path="res://scenes/рамка.gd" id="2_7mns1"]
[node name="ramka" type="NinePatchRect"]
offset_right = 150.0
offset_bottom = 100.0
texture = ExtResource("1_o7lya")
patch_margin_left = 15
patch_margin_top = 30
patch_margin_right = 15
patch_margin_bottom = 10
script = ExtResource("2_7mns1")
[node name="header" type="Label" parent="."]
clip_contents = true
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 22.0
grow_horizontal = 2
theme_override_colors/font_color = Color(0, 0, 0, 1)
text = "caption text"
horizontal_alignment = 1
vertical_alignment = 1

8
scenes/header.tscn Normal file
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[gd_scene format=2]
[node name="Label" type="Label"]
margin_right = 122.0
margin_bottom = 34.0
custom_colors/font_color = Color( 1, 0.596078, 0.4, 1 )
valign = 1
clip_text = true

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@tool
extends PanelContainer
@export var texture_state0: Texture2D = preload('res://data/кнопка-квадрат-0.png'):
set(val): $state.set_texture(val)
@export var texture_state1: Texture2D = preload('res://data/кнопка-квадрат-1.png'):
set(val): $state.set_texture(val)
@export var text: String = '':
set(val): $button.set_text(val)
get: return $button.get_text()
@export var pressed: bool = false:
set(val): $button.set_pressed(val)
get: return $button.is_pressed()
@export var toggle_mode: bool = false:
set(val):
if is_inside_tree():
$button.set_toggle_mode(val)
get: return $button.is_toggle_mode()
func set_text (val: String): $button.set_text(val)
func set_pressed (val: bool): $button.set_pressed(val)
func set_toggle_mode (val: bool):
if is_inside_tree():
$button.set_toggle_mode(val)
func get_text(): return $button.get_text()
func is_pressed(): return $button.is_pressed()
func is_toggle_mode(): return $button.is_toggle_mode()
func _on_button_toggled(val: bool):
if val: $state.set_texture(texture_state1)
else: $state.set_texture(texture_state0)
func button_connect(button_signal: String, proc: Callable):
$button.connect(button_signal, proc)

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[gd_scene format=3 uid="uid://cpsbybk4r6t8d"]
[node name="pribor_UF" type="Node2D"]
[node name="test_label" type="Label" parent="."]
text = "Здесь будет схема прибора АФСП Левый"

10
scenes/pribor_afsp_r.tscn Normal file
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[gd_scene format=2]
[node name="pribor_UF" type="Node2D"]
[node name="test_label" type="Label" parent="."]
margin_left = 12.0
margin_top = 8.0
margin_right = 154.0
margin_bottom = 22.0
text = "Здесь будет схема прибора АФСП Правый"

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[gd_scene format=2]
[node name="pribor_UF" type="Node2D"]
[node name="test_label" type="Label" parent="."]
margin_left = 12.0
margin_top = 8.0
margin_right = 154.0
margin_bottom = 22.0
text = "Здесь будет схема прибора Щ3"

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