РВП. Переход на godot4

This commit is contained in:
sasha80
2023-04-12 11:58:07 +03:00
parent 937f79b6bc
commit b24cb5e6d5
50 changed files with 2310 additions and 220 deletions

6
.gitignore vendored
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@@ -20,4 +20,8 @@ mono_crash.*.json
/html/
/commit.gd
.fuse_hidden*
.fuse_hidden*
/bin/
# Godot 4+ specific ignores
.godot/

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@@ -1,48 +1,241 @@
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offset_top = 320.0
offset_right = 200.0
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text = "13"
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offset_top = 220.0
offset_right = 399.0
offset_bottom = 310.0
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offset_right = 200.0
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text = "7"
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offset_top = 30.0
offset_right = 399.0
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text = "3"
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layout_mode = 0
offset_left = 10.0
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offset_right = 100.0
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text = "4"
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offset_top = 120.0
offset_right = 200.0
offset_bottom = 210.0
text = "5"
[node name="btn_p14" parent="Работа/ramka_pomeh" instance=ExtResource("1")]
layout_mode = 0
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offset_top = 120.0
offset_right = 300.0
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text = "6"
[node name="btn_p15" parent="Работа/ramka_pomeh" instance=ExtResource("1")]
layout_mode = 0
offset_left = 210.0
offset_top = 30.0
offset_right = 300.0
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text = "2"
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offset_right = 200.0
offset_bottom = 110.0
text = "1"
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layout_mode = 0
offset_left = 210.0
offset_top = 320.0
offset_right = 399.0
offset_bottom = 410.0
text = "Автоматически"
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layout_mode = 0
offset_left = 1180.0
offset_top = 308.0
offset_right = 1589.0
offset_bottom = 728.0
text = "Параметры цели"
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margin_top = 440.0
margin_right = 975.0
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14
canvas.gd Normal file
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@@ -0,0 +1,14 @@
@tool
extends Sprite2D
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var band_ants: PackedInt32Array = PackedInt32Array([8, 8, 12])
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func _ready():
material.set_shader_parameter('band_ants', band_ants)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

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@@ -0,0 +1,33 @@
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; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
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[application]
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run/main_scene="res://Control.tscn"
config/features=PackedStringArray("4.0")
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boot_splash/show_image=false
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window/size/height=1200
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common/drop_mouse_on_gui_input_disabled=true
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@tool
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@export var texture_state1: Texture2D = preload('res://data/кнопка-квадрат-1.png'): set = _state_set_texture
@export var pressed: bool = false: get = is_pressed, set = set_pressed
@export var toggle_mode: bool = false: get = is_toggle_mode, set = set_toggle_mode
func _state_set_texture(val: Texture2D): $state.set_texture(val)
func _state_get_texture(): return $state.get_texture()
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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patch_margin_left = 8
patch_margin_top = 8
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@@ -0,0 +1,509 @@
extends GridContainer
@export var _selector_color: Color = Color(1.0, 1.0, 1.0, 1.0)
@export_file ('*.tscn') var node_type_file: String = 'res://scenes/node.tscn'
@export_file ('*.tscn') var selector_type_file: String = 'res://scenes/selector.tscn'
const MAX_INDEX = 99 # Максимальное значение индекса для колонки и строки. Связано с форматом индекса ключа
const INDEX_FORMAT = '%02d_%02d' # Формат индекса
const NODE_PREFIX = 'NODE_' # Префикс ключа ячейки таблицы
const HEAD_PREFIX = 'HEAD_' # Префикс ключа заголовка таблицы
const DATA_PREFIX = 'DATA_' # Префикс ключа данных ячейки таблицы
const CONN_PREFIX = 'CONN_' # Префикс ключа обработчиков событий ячейки таблицы
const SLCT_PREFIX = 'SLCT_' # Префикс ключа индикатора выбранного ряда таблицы
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const HEAD_KEY_FORMAT = HEAD_PREFIX + INDEX_FORMAT
const DATA_KEY_FORMAT = DATA_PREFIX + INDEX_FORMAT
const CONNECTED_KEY_FORMAT = CONN_PREFIX + INDEX_FORMAT
const ROW_SELECTOR_KEY_FORMAT = SLCT_PREFIX + INDEX_FORMAT
const SLCT_KEY_UP = KEY_UP # Клавиша уменьшения индекса выбранного ряда
const SLCT_KEY_DOWN = KEY_DOWN # Клавиша увеличения индекса выбранного ряда
var nodes: = {} # Все ячейки таблицы и дополнительные элементы
var selector_color_proc: Callable # Ссылка на процедуру генератора цвета индикатора выбранного ряда
var selector_size_proc: Callable # Ссылка на процедуру генератора размера индикатора выбранного ряда
var ScnSelector: PackedScene # Прототип индикатора выбранного ряда
var ScnNode: PackedScene # Прототип ячейки таблицы
var in_focus: = false # Фокус пользовательского ввода
var header: GridContainer # Заголовок таблицы
signal row_pressed(i_row) # Вызывается при нажатии кнопкой мыши на строку
signal selected_changed(i_row) # Вызывается при изменении выбранного ряда. i_row - текущий выбранный ряд
func selector_up():
var i_rows: = []
get_selected_rows(i_rows)
for i in i_rows:
set_row_selected(i, false)
var rows_count: = get_rows_count()
if not (i_rows.size() and (rows_count > 1)):
return
var i_row = i_rows[0]
i_row -= 1
if i_row < 0:
i_row = rows_count - 1
set_row_selected(i_row, true)
emit_signal('selected_changed', i_row)
func selector_down():
var i_rows: = []
get_selected_rows(i_rows)
for i in i_rows:
set_row_selected(i, false)
var rows_count: = get_rows_count()
if not (i_rows.size() and (rows_count > 1)):
return
var i_row = i_rows[0]
i_row += 1
i_row %= rows_count
set_row_selected(i_row, true)
emit_signal('selected_changed', i_row)
func set_columns_alignments(alignments):
assert(columns == alignments.size())
var rows_count: = get_rows_count()
for i_row in rows_count:
for i_col in alignments.size():
set_node_alligment(i_col, i_row, alignments[i_col])
func _ready():
ScnSelector = load(selector_type_file)
ScnNode = load(node_type_file)
assert(ScnSelector)
assert(ScnNode)
func align_to_left_bottom(header, gap: = Vector2(0, 0)):
""" Выравнивает по нижнему левому углу. Используется для выравнивания по заголовку """
position.x = header.position.x + gap.x
position.y = header.position.y + header.rect_size.y + gap.y
func _assert_meta(i_col: int, i_row: int, pname: String, node):
assert(node.has_meta(pname), 'ошибка: нет мета-свойства \"%s\" у ячейки (%s): колонка:%d ряд:%d' % [pname, typeof(node), i_col, i_row])
func set_node_meta(i_col: int, i_row: int, pname: String, val) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var node = nodes[key]
node.set_meta(pname, val)
func get_node_meta(i_col: int, i_row: int, pname: String):
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var node = nodes[key]
_assert_meta(i_col, i_row, pname, node)
return node.get_meta(pname)
func set_node_property(i_col: int, i_row: int, pname: String, val) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var node = nodes[key]
node.set(pname, val)
func get_node_property(i_col: int, i_row: int, pname: String):
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var node = nodes[key]
return node.get(pname)
func get_node_key(format: String, i_col: int, i_row: int) -> String:
var key: String = format % [i_row, i_col]
assert(nodes.has(key), 'ошибка: нет такой ячейки: колонка:%d ряд:%d' % [i_col, i_row])
return key
func get_key_indexes(key: String) -> Array:
var tokens: = key.split('_')
assert(tokens.size() == 3, 'ошибка: неверный ключ: \"%s\"' % key)
return [int(tokens[2]), int(tokens[1])]
func set_columns_min_size(sizes: Array) -> void:
var rows_count: = get_rows_count()
for i_row in rows_count:
set_nodes_min_size(i_row, sizes)
set_nodes_min_size(0, sizes, HEAD_KEY_FORMAT)
func set_columns_aligment(alignments: Array) -> void:
var rows_count: = get_rows_count()
for i_row in rows_count:
for i_col in alignments.size():
set_node_alligment(i_col, i_row, alignments[i_col])
func _input(event) -> void:
if event is InputEventKey:
if in_focus and event.pressed:
if event.scancode == SLCT_KEY_UP:
selector_up()
elif event.scancode == SLCT_KEY_DOWN:
selector_down()
elif event is InputEventMouseButton:
if not event.pressed:
return
if (event.position.x < position.x) \
or (event.position.x > (position.x + size.x)) \
or (event.position.y < position.y) \
or (event.position.y > (position.y + size.y)):
in_focus = false
emit_signal('focus_exited')
return
var rows_count: = get_rows_count()
in_focus = true
emit_signal('focus_entered')
for i_row in rows_count:
var rect = [0, 0, 0, 0]
get_node_rect(0, i_row, rect)
var y = rect[1] + position.y
if event.position.y < y:
continue
if event.position.y > (y + rect[3]):
continue
emit_signal('row_pressed', i_row)
break
func _init() -> void:
selector_color_proc = Callable(self, 'default_selector_color_proc')
assert(selector_color_proc.is_valid())
selector_size_proc = Callable(self, 'default_selector_size_proc')
assert(selector_size_proc.is_valid())
func default_selector_color_proc(i_row: int):
return _selector_color
func set_selector_color_proc(instance: Object, function: String) -> void:
selector_color_proc = Callable(instance, function)
assert(selector_color_proc.is_valid())
func set_selector_size_proc(instance: Object, function: String) -> void:
selector_size_proc = Callable(instance, function)
assert(selector_size_proc.is_valid())
func default_selector_size_proc(i_row: int, rect: Array) -> void:
get_node_rect(0, i_row, rect)
rect[0] = rect[0] + position.x - 1
rect[1] = rect[1] + position.y - 4
rect[2] = size.x + 2
rect[3] = rect[3] + 8
func clear_rows_selected():
var rows_count: = get_rows_count()
for i_row in rows_count:
set_row_selected(i_row, false)
func set_row_selected(i_row: int, selected: bool = true) -> void:
var key: = ROW_SELECTOR_KEY_FORMAT % [i_row, 0]
var parent = get_parent()
if nodes.has(key) and (not selected):
var selector = nodes[key]
parent.remove_child(selector)
selector.queue_free()
nodes.erase(key)
elif (not nodes.has(key)) and selected:
var selector = ScnSelector.instantiate()
var rect: = [0, 0, 0, 0]
selector_size_proc.call(i_row, rect)
selector.rect_position.x = rect[0]
selector.rect_position.y = rect[1]
selector.rect_size.x = rect[2]
selector.rect_size.y = rect[3]
selector.modulate = selector_color_proc.call(i_row)
nodes[key] = selector
parent.add_child(selector)
func is_row_selected(i_row: int) -> bool:
var key: = get_node_key(ROW_SELECTOR_KEY_FORMAT, 0, i_row)
return nodes.has(key)
func get_selected_rows(rows: Array) -> void:
for key in nodes.keys():
if SLCT_PREFIX in key:
var indexes = get_key_indexes(key)
rows.append(indexes[1])
func get_rows_count() -> int:
var rows_count: int = 0
for key in nodes:
rows_count += int(NODE_PREFIX in key)
return rows_count / columns
func get_node2(i_col: int, i_row: int) -> Node:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
return nodes[key]
func set_node_user_data(i_col: int, i_row: int, user_data: Object) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[key] = user_data
func add_row(row_types: Array) -> void:
assert(row_types.size() < MAX_INDEX, 'ошибка: слишком много колонок, больше %d' % (MAX_INDEX + 1))
if columns == 1:
set_columns(row_types.size())
else:
assert(columns == row_types.size(), 'ошибка: %s количество колонок установлено ранее - %d, но требуется %d' % [self, columns, row_types.size()])
var rows_count: int = get_rows_count()
assert(rows_count < MAX_INDEX, 'ошибка: слишком много рядов, больше %d' % (MAX_INDEX + 1))
for i_col in columns:
var node = row_types[i_col].instantiate()
var key: String = NODE_KEY_FORMAT % [rows_count, i_col]
node.name = key
add_child(node)
nodes[key] = node
func set_header(header_types: Array):
assert(header_types.size() < MAX_INDEX, 'ошибка: слишком много колонок, больше %d' % (MAX_INDEX + 1))
if columns == 1:
set_columns(header_types.size())
else:
assert(columns == header_types.size())
var do_adj: = false
if not header:
header = GridContainer.new()
header.position = position
header.columns = header_types.size()
header.size.x = size.x
var parent = get_parent()
parent.add_child(header)
do_adj = true
else:
var nodes = header.get_children()
for node in nodes:
nodes.erase(node.name)
header.remove_child(node)
node.queue_free()
for i_col in columns:
var node = header_types[i_col].instantiate()
var key: String = HEAD_KEY_FORMAT % [0, i_col]
node.name = key
nodes[key] = node
header.add_child(node)
if do_adj:
var rect = [0, 0, 0, 0]
get_node_rect(0, 0, rect, HEAD_KEY_FORMAT)
position.y += rect[3]
func set_header_text(headers: Array):
assert(columns == headers.size())
set_row_text(0, headers, 0, HEAD_KEY_FORMAT)
func get_node_user_data(i_col: int, i_row: int) -> Object:
var key: = get_node_key(DATA_KEY_FORMAT, i_col, i_row)
return nodes[key]
func remove_row(i_row: int):
var sel_key: String = ROW_SELECTOR_KEY_FORMAT % [i_row, 0]
if nodes.has(sel_key):
var selector = nodes[sel_key]
get_parent().remove_child(selector)
selector.queue_free()
nodes.erase(sel_key)
for i_col in columns:
var node_key: String = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var conn_key: String = CONNECTED_KEY_FORMAT % [i_row, i_col]
var data_key: String = DATA_KEY_FORMAT % [i_row, i_col]
var node = nodes[node_key]
nodes.erase(node_key)
remove_child(node)
node.queue_free()
if nodes.has(data_key):
nodes.erase(data_key)
if nodes.has(conn_key):
var conn = nodes[conn_key]
var callback = conn[0]
var dest_node = conn[1]
node.disconnect('pressed', dest_node, callback)
nodes.erase(conn_key)
func rehash(swaps: Array):
""" Переназначает ключи в соответствии с размерами таблицы.
После вызова swaps содержит массив пар [<прежний ключ>, <текущий ключ>] """
assert(not swaps.size(), 'ошибка: swaps не пустой')
var nodes_copy: = {}
var i_col: = 0
var i_row: = 0
for key0 in nodes:
if NODE_PREFIX in key0:
var node_key1: String = NODE_KEY_FORMAT % [i_row, i_col]
nodes_copy[node_key1] = nodes[key0]
swaps.append([key0, node_key1])
var indxs = get_key_indexes(key0)
var slct_key0: String = ROW_SELECTOR_KEY_FORMAT % [indxs[1], indxs[0]]
if nodes.has(slct_key0):
var slct_key1: String = ROW_SELECTOR_KEY_FORMAT % [i_row, i_col]
nodes_copy[slct_key1] = nodes[slct_key0]
swaps.append([slct_key0, slct_key1])
var conn_key0: String = CONNECTED_KEY_FORMAT % [indxs[1], indxs[0]]
if nodes.has(conn_key0):
var conn_key1: String = CONNECTED_KEY_FORMAT % [i_row, i_col]
nodes_copy[conn_key1] = nodes[conn_key0]
swaps.append([conn_key0, conn_key1])
var data_key0: String = DATA_KEY_FORMAT % [indxs[1], indxs[0]]
if nodes.has(data_key0):
var data_key1: String = DATA_KEY_FORMAT % [i_row, i_col]
nodes_copy[data_key1] = nodes[data_key0]
swaps.append([data_key0, data_key1])
i_col += 1
if i_col == columns:
i_col = 0
i_row += 1
nodes.clear()
nodes.merge(nodes_copy)
func clear_rows() -> void:
""" Удаляет все строки таблицы """
var rows_count: int = get_rows_count()
for i_row in rows_count:
remove_row(i_row)
func set_callbacks(dest_node: Node, event_name: String, callback: String, clmns: Array, user_data: Array) -> void:
""" Настраивает обратные вызовы для колонок.
:dest_node: Получатель события
:event_name: Имя события
:callback: Имя функции получателя события
:clmns: Индексы колонок
:user_data: Аргументы функции получателя события """
var rows_count = get_rows_count()
for i_row in rows_count:
for i_col in clmns:
assert(i_col >= 0 and i_col < columns, 'ошибка: нет колонки %d' % i_col)
var node_key: String = NODE_KEY_FORMAT % [i_row, i_col]
var conn_key: String = CONNECTED_KEY_FORMAT % [i_row, i_col]
var node = nodes[node_key]
if nodes.has(conn_key):
var conn = nodes[conn_key]
var prev_callback = conn[0]
var prev_dest_node = conn[1]
node.disconnect(event_name, prev_dest_node, prev_callback)
assert (OK == node.connect(event_name, dest_node, callback, [node] + user_data))
nodes[conn_key] = [callback, dest_node]
func set_rows_text(rows: Array) -> void:
for i_row in rows.size():
for i_col in columns:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var node = nodes[key]
node.text = rows[i_row][i_col]
func set_nodes_min_size(i_row: int, sizes: Array, key_format: String = NODE_KEY_FORMAT) -> void:
for i_col in columns:
var key: = get_node_key(key_format, i_col, i_row)
var node = nodes[key]
node.size.x = sizes[i_col]
func set_node_text(i_col: int, i_row: int, val: String) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[key].text = val
func set_rows_state(rows: Array) -> void:
for i_row in rows.size():
for i_col in columns:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[name].pressed = rows[i_row][i_col]
func set_node_state(i_col: int, i_row: int, val: bool) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[key].pressed = val
func set_node_frame(i_col: int, i_row: int, name: String, val: int) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
var node = nodes[key]
var sprite = node.get_node(name)
sprite.frame = val
func set_node_editable(i_col: int, i_row: int, val: bool) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[key].editable = val
func set_node_alligment(i_col: int, i_row: int, val: int) -> void:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[key].align = val
func set_row_alligments(i_row: int, aligns: Array) -> void:
for i_col in columns:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
nodes[key].align = aligns[i_col]
func get_row_text(i_row: int) -> Array:
var row: = []
for i_col in columns:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
row.append(nodes[key].text)
return row
func set_row_text(i_row: int, row: Array, i_begin: int = 0, key_format: String = NODE_KEY_FORMAT) -> void:
for i_col in row.size():
var key: = get_node_key(key_format, i_col, i_row)
nodes[key].text = row[i_col]
func get_rows_text() -> Array:
var rows_count: = get_rows_count()
var rows: = []
for i_row in rows_count:
var row = get_row_text(i_row)
rows.append(row)
return rows
func get_row(i_row: int) -> Array:
var row: = []
for i_col in columns:
var key: = get_node_key(NODE_KEY_FORMAT, i_col, i_row)
row.append(nodes[key])
return row
func get_node_rect(i_col: int, i_row: int, rect: Array, key_format: String = NODE_KEY_FORMAT) -> void:
assert(rect.size() >= 4, 'ошибка: мало элементов для возврата результата')
var key: = get_node_key(key_format, i_col, i_row)
var cell = nodes[key]
rect[0] = cell.position.x
rect[1] = cell.position.y
rect[2] = cell.size.x
rect[3] = cell.size.y

View File

@@ -0,0 +1,49 @@
[gd_scene load_steps=9 format=3 uid="uid://da7w3vkhadfwe"]
[ext_resource type="Texture2D" uid="uid://ct0ajcwno03h7" path="res://data/кнопка-квадрат-0.png" id="1"]
[ext_resource type="Script" path="res://scenes/nine-patch-button.gd" id="2"]
[sub_resource type="StyleBoxEmpty" id="1"]
[sub_resource type="StyleBoxEmpty" id="6"]
[sub_resource type="StyleBoxEmpty" id="2"]
[sub_resource type="StyleBoxEmpty" id="3"]
[sub_resource type="StyleBoxEmpty" id="5"]
[sub_resource type="StyleBoxEmpty" id="4"]
[node name="container" type="PanelContainer"]
offset_right = 30.0
offset_bottom = 30.0
theme_override_styles/panel = SubResource("1")
script = ExtResource("2")
toggle_mode = true
[node name="state" type="NinePatchRect" parent="."]
show_behind_parent = true
layout_mode = 2
texture = ExtResource("1")
patch_margin_left = 10
patch_margin_top = 10
patch_margin_right = 10
patch_margin_bottom = 10
axis_stretch_horizontal = 1
axis_stretch_vertical = 1
[node name="button" type="Button" parent="."]
layout_mode = 2
theme_override_styles/normal = SubResource("6")
theme_override_styles/hover = SubResource("2")
theme_override_styles/pressed = SubResource("3")
theme_override_styles/disabled = SubResource("5")
theme_override_styles/focus = SubResource("4")
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/рамка.gd Normal file
View File

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@tool
extends NinePatchRect
@export var horizontal_alignment: HorizontalAlignment = HorizontalAlignment.HORIZONTAL_ALIGNMENT_CENTER:
get: return $header.horizontal_alignment
set(align): $header.horizontal_alignment = align
@export var vertical_alignment: VerticalAlignment = VerticalAlignment.VERTICAL_ALIGNMENT_CENTER:
get: return $header.vertical_alignment
set(align): $header.vertical_alignment = align
@export var text: String = 'caption text':
get: return $header.text
set(text): $header.text = text

26
scenes/рамка.tscn Normal file
View File

@@ -0,0 +1,26 @@
[gd_scene load_steps=3 format=3 uid="uid://bq7haw1ypiv48"]
[ext_resource type="Script" path="res://scenes/рамка.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://cs6i1xwx0pmdk" path="res://data/рамка-панели.png" id="2"]
[node name="ramka" type="NinePatchRect"]
offset_right = 150.0
offset_bottom = 100.0
texture = ExtResource("2")
patch_margin_left = 15
patch_margin_top = 30
patch_margin_right = 15
patch_margin_bottom = 10
script = ExtResource("1")
[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

View File

@@ -0,0 +1,8 @@
[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

338
shaders/shader_edu.tres Normal file
View File

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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"]
[sub_resource type="Shader" id="1"]
code = "shader_type canvas_item;
const float M_PI = 3.141592653589793;
/*const vec3 blue1 = vec3(0.42, 0.51, 0.55);
const vec3 blue2 = vec3(0.11, 0.21, 0.25);
const vec3 blue3 = vec3(0.35, 0.76, 0.83);
const vec3 blue4 = vec3(0.953, 0.969, 0.89);
const vec3 red = vec3(1.00, 0.38, 0.227);
uniform vec4 blue1: source_color = vec4(0.4, 0.3, 0.3, 1.0);
uniform vec4 blue2: source_color = vec4(0.6, 0.5, 0.5, 1.0);
uniform vec4 blue3: source_color = vec4(0.8, 0.7, 0.7, 1.0);
uniform vec4 blue4: source_color = vec4(1.0, 0.9, 0.9, 1.0);
uniform vec4 red: source_color = vec4(1.0, 0.5, 0.3, 1.0); */
uniform vec4 blue0: source_color = vec4(0.38, 0.47, 0.51, 1.0);
uniform vec4 blue1: source_color = vec4(0.39, 0.44, 0.50, 1.0);
uniform vec4 blue2: source_color = vec4(0.11, 0.21, 0.25, 1.0);
uniform vec4 blue3: source_color = vec4(0.35, 0.76, 0.83, 1.0);
uniform vec4 blue4: source_color = vec4(0.953, 0.969, 0.89, 1.0);
uniform vec4 red: source_color = vec4(1.00, 0.38, 0.227, 1.0);
uniform float line_width = 2.0;
uniform float sec_forward = 180.0;
uniform float sec_back = 0.0;
uniform float sec_left = 90.0;
uniform float sec_right = 300.0;
uniform float d0 = 520.0;
uniform float d1 = 1120.0;
uniform float d2 = 1160.0;
uniform float d3 = 100.0;
uniform float d4 = 180.0;
uniform float d5 = 650.0;
uniform float d6 = 800.0;
uniform float d7 = 950.0;
uniform vec2 pc0 = vec2(0, 0);
uniform vec2 pc1 = vec2(0, 0);
uniform vec2 pc2 = vec2(0, 0);
uniform float ap_ant_w = 12.0;
uniform vec2 tr0 = vec2(0, 0);
uniform vec2 tr1 = vec2(0, 0);
uniform vec2 tr2 = vec2(0, 0);
// Массивы не работают
// uniform int band_ants[3]; // количество антенн, радиус внутренний, радиус внешний, подстройка по углу
float SMOOTH(float r, float R)
{
return 1.0 - smoothstep(R - 1.0, R + 1.0, r);
}
float RANGE(float a, float b, float x)
{
return step(a, x) * (1.0 - step(b, x));
}
float RS(float a, float b, float x)
{
return smoothstep(a - 1.0, a + 1.0, x) * (1.0 - smoothstep(b - 1.0, b + 1.0, x));
}
vec2 modulate_move(float a, float b, float c, float d, float time)
{
return vec2(a * cos(time) + b * cos(2.0 * time), c * sin(time) + d * sin(2.0 * time));
}
vec3 radar_scan_line(vec2 uv, vec2 center, float time, float radius, vec3 color)
{
//angle of the line
float theta0 = time * 90.0;
vec2 d = uv - center;
float r = sqrt(dot(d, d));
if (r < radius)
{
//compute the distance to the line theta=theta0
vec2 p = radius * vec2(cos(theta0 * M_PI / 180.0), - sin(theta0 * M_PI / 180.0));
float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
//compute gradient based on angle difference to theta0
float theta = mod(180.0 * atan(d.y, d.x) / M_PI + theta0, 360.0);
float gradient = clamp(1.0 - theta / 90.0, 0.0, 1.0);
return color * SMOOTH(l, 1.0) + 0.5 * gradient * color;
}
else return vec3(0, 0, 0);
}
void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec3 color)
{
float l = distance(center, uv);
vec2 d = uv - center;
float sf = 500.0;
float theta = atan(d.x, d.y) * sf;
da /= 2.0;
float a0 = radians(a - da);
float a1 = radians(a + da);
float va = SMOOTH(a0 * sf, theta) - SMOOTH(a1 * sf, theta);
float vr = SMOOTH(r0, l) - SMOOTH(r1, l);
c += color * sqrt(va * vr);
}
void circle(inout vec3 c, vec2 uv, vec2 p0, float radius, float width, vec3 color)
{
float r = length(uv - p0);
c += (SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius)) * color;
}
float circle2(vec2 uv, vec2 center, float radius, float width, float opening)
{
vec2 d = uv - center;
float r = sqrt(dot(d, d));
d = normalize(d);
if (abs(d.y) > opening)
return SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius);
else
return 0.0;
}
float circle3(vec2 uv, vec2 center, float radius, float width)
{
vec2 d = uv - center;
float r = sqrt(dot(d, d));
d = normalize(d);
float theta = 180.0 * (atan(d.y, d.x) / M_PI);
return smoothstep(2.0, 2.1, abs(mod(theta + 2.0, 45.0) - 2.0))
* mix(0.5, 1.0, step(45.0, abs(mod(theta, 180.0) - 90.0)))
* (SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius));
}
float triangles(vec2 uv, vec2 center, float radius)
{
vec2 d = uv - center;
return RS(-8.0, 0.0, d.x - radius) * (1.0 - smoothstep(7.0 + d.x - radius, 9.0 + d.x - radius, abs(d.y)))
+ RS( 0.0, 8.0, d.x + radius) * (1.0 - smoothstep(7.0 - d.x - radius, 9.0 - d.x - radius, abs(d.y)))
+ RS(-8.0, 0.0, d.y - radius) * (1.0 - smoothstep(7.0 + d.y - radius, 9.0 + d.y - radius, abs(d.x)))
+ RS( 0.0, 8.0, d.y + radius) * (1.0 - smoothstep(7.0 - d.y - radius, 9.0 - d.y - radius, abs(d.x)));
}
float _cross(vec2 uv, vec2 center, float radius)
{
vec2 d = uv - center;
int x = int(d.x);
int y = int(d.y);
float r = sqrt(dot(d, d));
if ((r < radius) && ((x == y) || (x == -y)))
return 1.0;
else return 0.0;
}
void cross_lines(inout vec3 color, vec2 uv, vec2 pc, float r0, float w, vec3 c)
{
vec2 d = uv - pc;
int x = int(d.x);
int y = int(d.y);
float r = sqrt(dot(d, d));
if ((r < r0) && ((x == y) || (x == -y)))
color += c;
color += vec3(0, 0, 0);
}
float dots(vec2 uv, vec2 center, float radius)
{
vec2 d = uv - center;
float r = sqrt(dot(d, d));
if (r <= 2.5)
return 1.0;
if ((r <= radius) && ((abs(d.y + 0.5) <= 1.0) && (mod(d.x + 1.0, 50.0) < 2.0)))
return 1.0;
else if ((abs(d.y + 0.5) <= 1.0) && (r >= 50.0) && (r < 115.0))
return 0.5;
else
return 0.0;
}
void bip1(inout vec3 color, vec2 uv, vec2 center, float r, vec3 c, float a)
{
color += c * SMOOTH(length(uv - center), r) * a;
}
float bip2(vec2 uv, float time, vec2 center)
{
float r = length(uv - center);
float R = 8.0 + mod(87.0 * time, 80.0);
return (0.5 - 0.5 * cos(30.0 * time)) * SMOOTH(r, 5.0)
+ SMOOTH(6.0, r) - SMOOTH(8.0, r)
+ smoothstep(max(8.0, R - 20.0), R, r) - SMOOTH(R,r);
}
vec3 circle_h(inout vec3 c, vec2 uv, vec2 c0, float r, vec3 color)
{
return 1.0 * color;
}
void antenas(inout vec3 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, vec3 c0, vec3 c1, float a, float adj)
{
float da = 180.0f / float(cnt);
c0 *= a;
c1 *= a;
for (int i = -cnt; i <= cnt; i ++)
{
float v = float(i & 1);
vec3 col = v * c0 + (1.0f - v) * c1;
sector(c, uv, p0, float(i) * da + adj, da, r0, r1, col);
}
}
void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, float a)
{
float d = distance(uv, p);
float v0 = r - w;
float v1 = r + w;
color += a * sqrt(smoothstep(v1, v0, d) * smoothstep(v0, v1, d) * c);
}
void line(inout vec3 color, vec2 uv, vec2 p0, vec2 p1, vec3 c, float a)
{
vec2 d = uv - p0;
float radius = distance(p0, p1);
float r = sqrt(dot(d, d));
float theta0 = acos(dot(normalize(p0), normalize(p1)));
vec2 p = radius * vec2(cos(theta0), -sin(theta0));
float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
color += c * SMOOTH(l, 1.0);
}
void line_r(inout vec3 color, vec2 uv, vec2 center, float theta0, float radius, vec3 c, float a)
{
vec2 d = uv - center;
float r = sqrt(dot(d, d));
vec2 p = radius * vec2(cos(theta0 * M_PI / 180.0), - sin(theta0 * M_PI / 180.0));
float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
color += c * SMOOTH(l, 1.0);
}
void fragment()
{
ivec2 isz = textureSize(TEXTURE, 0);
vec2 uv = UV * vec2(float(isz.x), float(isz.y));
vec3 rs = vec3(d2, d1, d0) / 2.0f;
COLOR = texture(TEXTURE, UV);
// РТО
//circle_thin(COLOR.rgb, uv, pc0, d0 / 2.0, line_width, blue1.rgb, 1.0);
//circle_thin(COLOR.rgb, uv, pc0, d1 / 2.0, line_width, blue1.rgb, 1.0);
//circle_thin(COLOR.rgb, uv, pc0, d2 / 2.0, line_width, blue1.rgb, 1.0);
//circle_thin(COLOR.rgb, uv, pc0, d5 / 2.0, line_width, blue1.rgb, 0.5);
//circle_thin(COLOR.rgb, uv, pc0, d6 / 2.0, line_width, blue1.rgb, 0.5);
//circle_thin(COLOR.rgb, uv, pc0, d7 / 2.0, line_width, blue1.rgb, 0.5);
//line_r(COLOR.rgb, uv, pc0, 45, 580, blue1.rgb, 1.0);
//line_r(COLOR.rgb, uv, pc0, 135, 580, blue1.rgb, 1.0);
//line_r(COLOR.rgb, uv, pc0, 225, 580, blue1.rgb, 1.0);
//line_r(COLOR.rgb, uv, pc0, 315, 580, blue1.rgb, 1.0);
//sector(COLOR.rgb, uv, pc0, sec_forward, ap_ant_w, 280, 580, red.rgb);
//sector(COLOR.rgb, uv, pc0, sec_back, ap_ant_w, 280, 580, red.rgb);
//sector(COLOR.rgb, uv, pc0, sec_left, ap_ant_w, 280, 580, red.rgb);
//sector(COLOR.rgb, uv, pc0, sec_right, ap_ant_w, 280, 580, red.rgb);
//antenas(COLOR.rgb, uv, pc0, ants_count, d6 / 2.0, d7 / 2.0, blue0.rgb, blue1.rgb, 0.3, 7.5);
antenas(COLOR.rgb, uv, pc0, 2, 220, 280, blue1.rgb, blue0.rgb, 0.4, 0);
antenas(COLOR.rgb, uv, pc0, 2, 280, 340, blue0.rgb, blue1.rgb, 0.4, 0);
antenas(COLOR.rgb, uv, pc0, 2, 340, 400, blue1.rgb, blue0.rgb, 0.4, 0);
antenas(COLOR.rgb, uv, pc0, 2, 400, 460, blue0.rgb, blue1.rgb, 0.4, 0);
antenas(COLOR.rgb, uv, pc0, 2, 460, 520, blue1.rgb, blue0.rgb, 0.4, 0);
antenas(COLOR.rgb, uv, pc0, 2, 520, 580, blue0.rgb, blue1.rgb, 0.4, 0);
bip1(COLOR.rgb, uv, tr0, 13.0, blue1.rgb, 1.0);
bip1(COLOR.rgb, uv, tr1, 13.0, blue1.rgb, 1.0);
bip1(COLOR.rgb, uv, tr2, 13.0, blue1.rgb, 1.0);
// Массивы не работают
//for (int i = 0; i < 3; i ++)
//{
// int cnt = int(band_ants[i].x);
// float r0 = band_ants[i].y;
// float r1 = band_ants[i].z;
// float adj = band_ants[i].w;
// antenas(COLOR.rgb, uv, pc0, cnt, r0, r1, blue0.rgb, blue1.rgb, 0.3, adj);
//}
// Качка
circle_thin(COLOR.rgb, uv, pc1, d4 / 2.0, line_width, blue1.rgb, 1.0);
line_r(COLOR.rgb, uv, pc1, 0, d4 / 2.0, blue1.rgb, 1.0);
line_r(COLOR.rgb, uv, pc1, 90, d4 / 2.0, blue1.rgb, 1.0);
line_r(COLOR.rgb, uv, pc1, 180, d4 / 2.0, blue1.rgb, 1.0);
line_r(COLOR.rgb, uv, pc1, 270, d4 / 2.0, blue1.rgb, 1.0);
bip1(COLOR.rgb, uv, pc2, 13.0, blue1.rgb, 1.0);
}
"
[resource]
shader = SubResource("1")
shader_parameter/blue0 = Color(0.378, 0.4272, 0.45, 1)
shader_parameter/blue1 = Color(0.336, 0.3808, 0.4, 1)
shader_parameter/blue2 = Color(0.11, 0.21, 0.25, 1)
shader_parameter/blue3 = Color(0.35, 0.76, 0.83, 1)
shader_parameter/blue4 = Color(0.953, 0.969, 0.89, 1)
shader_parameter/red = Color(1, 0.38, 0.227, 1)
shader_parameter/line_width = 2.0
shader_parameter/sec_forward = 0.0
shader_parameter/sec_back = 90.0
shader_parameter/sec_left = 180.0
shader_parameter/sec_right = 270.0
shader_parameter/d0 = 520.0
shader_parameter/d1 = 1110.0
shader_parameter/d2 = 1150.0
shader_parameter/d3 = 100.0
shader_parameter/d4 = 180.0
shader_parameter/d5 = 650.0
shader_parameter/d6 = 800.0
shader_parameter/d7 = 950.0
shader_parameter/pc0 = Vector2(600, 600)
shader_parameter/pc1 = Vector2(120, 1090)
shader_parameter/pc2 = Vector2(90, 1110)
shader_parameter/ap_ant_w = 12.0
shader_parameter/tr0 = Vector2(300, 400)
shader_parameter/tr1 = Vector2(500, 1000)
shader_parameter/tr2 = Vector2(1020, 240)

439
uactl.build Normal file
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{
"disabled_build_options": {
},
"disabled_classes": [
"AESContext",
"AStar2D",
"AStar3D",
"AStarGrid2D",
"ActionMapEditor",
"AnimatedSprite2D",
"AnimatedTexture",
"Animation",
"AnimationBezierTrackEdit",
"AnimationLibrary",
"AnimationNode",
"AnimationNodeStateMachinePlayback",
"AnimationNodeStateMachineTransition",
"AnimationPlayer",
"AnimationTrackEditPlugin",
"AnimationTree",
"AspectRatioContainer",
"AtlasTexture",
"AtlasTileProxyObject",
"AudioBusLayout",
"AudioEffect",
"AudioEffectInstance",
"AudioListener2D",
"AudioServer",
"AudioStream",
"AudioStreamPlayback",
"AudioStreamPlayer",
"AudioStreamPlayer2D",
"AudioStreamPreviewGenerator",
"BackBufferCopy",
"BitMap",
"Bone2D",
"BoneMap",
"BoxContainer",
"ButtonGroup",
"CPUParticles2D",
"Camera2D",
"CameraAttributes",
"CameraFeed",
"CameraServer",
"CameraTexture",
"CanvasGroup",
"CanvasItemEditorSelectedItem",
"CanvasItemEditorViewport",
"CanvasLayer",
"CanvasModulate",
"CanvasTexture",
"Cast2DEditor",
"CenterContainer",
"CharFXTransform",
"CheckBox",
"CheckButton",
"ClassDB",
"CollisionObject2D",
"CollisionPolygon2D",
"CollisionShape2D",
"CollisionShape2DEditor",
"ColorPickerButton",
"ColorRect",
"ConfigFile",
"ConnectDialogBinds",
"ControlEditorPopupButton",
"Crypto",
"CryptoKey",
"Curve",
"Curve2D",
"Curve3D",
"CurveTexture",
"CurveXYZTexture",
"DTLSServer",
"DebugAdapterParser",
"DirAccess",
"DisplayServer",
"DynamicFontImportSettingsData",
"ENetConnection",
"EditorAssetLibrary",
"EditorAudioBus",
"EditorAudioMeterNotches",
"EditorBuildProfile",
"EditorDebuggerPlugin",
"EditorDebuggerRemoteObject",
"EditorDebuggerSession",
"EditorExport",
"EditorExportPlatform",
"EditorExportPlugin",
"EditorExportPreset",
"EditorFeatureProfile",
"EditorFileServer",
"EditorFileSystem",
"EditorFileSystemDirectory",
"EditorFileSystemImportFormatSupportQuery",
"EditorImportBlendRunner",
"EditorInspectorCategory",
"EditorInspectorPlugin",
"EditorInspectorSection",
"EditorInterface",
"EditorNode",
"EditorNode3DGizmoPlugin",
"EditorPath",
"EditorPaths",
"EditorPlugin",
"EditorProperty",
"EditorPropertyArrayObject",
"EditorPropertyDictionaryObject",
"EditorPropertyLayersGrid",
"EditorPropertyNameProcessor",
"EditorResourceConversionPlugin",
"EditorResourcePreview",
"EditorResourcePreviewGenerator",
"EditorSceneFormatImporter",
"EditorScenePostImport",
"EditorScenePostImportPlugin",
"EditorScript",
"EditorSelection",
"EditorSettings",
"EditorTranslationParserPlugin",
"EditorUndoRedoManager",
"EditorVCSInterface",
"EncodedObjectAsID",
"Engine",
"EngineDebugger",
"EngineProfiler",
"Environment",
"Expression",
"FileAccess",
"FindInFiles",
"FindInFilesPanel",
"FlowContainer",
"FontVariation",
"GDExtension",
"GDExtensionManager",
"GDScriptNativeClass",
"GDScriptTextDocument",
"GDScriptWorkspace",
"GLTFAccessor",
"GLTFAnimation",
"GLTFBufferView",
"GLTFCamera",
"GLTFDocument",
"GLTFDocumentExtension",
"GLTFLight",
"GLTFMesh",
"GLTFNode",
"GLTFSkeleton",
"GLTFSkin",
"GLTFSpecGloss",
"GLTFState",
"GLTFTexture",
"GLTFTextureSampler",
"GPUParticles2D",
"GPUParticles3DEditorBase",
"Geometry2D",
"Geometry3D",
"Gradient",
"GradientTexture1D",
"GradientTexture2D",
"GraphEdit",
"GraphEditFilter",
"GraphEditMinimap",
"GraphNode",
"GridContainer",
"HMACContext",
"HTTPClient",
"HTTPRequest",
"HashingContext",
"IP",
"Image",
"ImageFormatLoader",
"ImageTexture",
"ImportDefaultsEditorSettings",
"ImportDockParameters",
"ImporterMesh",
"Input",
"InputEvent",
"InputMap",
"InstancePlaceholder",
"ItemList",
"JNISingleton",
"JSON",
"JSONRPC",
"JavaClass",
"JavaClassWrapper",
"JavaScriptBridge",
"JavaScriptObject",
"Joint2D",
"KinematicCollision2D",
"KinematicCollision3D",
"LabelSettings",
"Light2D",
"LightOccluder2D",
"LightmapGIData",
"Lightmapper",
"Line2D",
"LineEdit",
"LinkButton",
"MainLoop",
"MarginContainer",
"Marker2D",
"Marshalls",
"Material",
"MaterialEditor",
"MenuBar",
"MenuButton",
"Mesh",
"MeshDataTool",
"MeshInstance2D",
"MeshInstance3DEditor",
"MeshLibrary",
"MeshLibraryEditor",
"MeshTexture",
"MissingNode",
"MissingResource",
"MovieWriter",
"MultiMesh",
"MultiMeshEditor",
"MultiMeshInstance2D",
"MultiplayerAPI",
"MultiplayerSpawner",
"MultiplayerSynchronizer",
"Mutex",
"NavigationAgent2D",
"NavigationAgent3D",
"NavigationLink2D",
"NavigationLink2DEditor",
"NavigationMesh",
"NavigationMeshEditor",
"NavigationMeshGenerator",
"NavigationObstacle2D",
"NavigationObstacle3D",
"NavigationPathQueryParameters2D",
"NavigationPathQueryParameters3D",
"NavigationPathQueryResult2D",
"NavigationPathQueryResult3D",
"NavigationPolygon",
"NavigationRegion2D",
"NavigationServer2D",
"NavigationServer3D",
"Node3D",
"Node3DEditorViewport",
"Node3DEditorViewportContainer",
"Node3DGizmo",
"Noise",
"NoiseTexture2D",
"OS",
"Occluder3D",
"OccluderPolygon2D",
"OggPacketSequence",
"OggPacketSequencePlayback",
"OpenXRAction",
"OpenXRActionMap",
"OpenXRActionSet",
"OpenXRIPBinding",
"OpenXRInteractionProfile",
"OptionButton",
"PCKPacker",
"PackedDataContainer",
"PackedDataContainerRef",
"PacketPeer",
"ParallaxLayer",
"Path2D",
"PathFollow2D",
"Performance",
"PhysicsDirectBodyState2D",
"PhysicsDirectBodyState3D",
"PhysicsDirectSpaceState2D",
"PhysicsDirectSpaceState3D",
"PhysicsMaterial",
"PhysicsPointQueryParameters2D",
"PhysicsPointQueryParameters3D",
"PhysicsRayQueryParameters2D",
"PhysicsRayQueryParameters3D",
"PhysicsServer2D",
"PhysicsServer2DManager",
"PhysicsServer3D",
"PhysicsServer3DManager",
"PhysicsServer3DRenderingServerHandler",
"PhysicsShapeQueryParameters2D",
"PhysicsShapeQueryParameters3D",
"PhysicsTestMotionParameters2D",
"PhysicsTestMotionParameters3D",
"PhysicsTestMotionResult2D",
"PhysicsTestMotionResult3D",
"PlaceholderTexture2D",
"Polygon2D",
"PolygonPathFinder",
"PortableCompressedTexture2D",
"ProjectSettings",
"RDAttachmentFormat",
"RDFramebufferPass",
"RDPipelineColorBlendState",
"RDPipelineColorBlendStateAttachment",
"RDPipelineDepthStencilState",
"RDPipelineMultisampleState",
"RDPipelineRasterizationState",
"RDPipelineSpecializationConstant",
"RDSamplerState",
"RDShaderFile",
"RDShaderSPIRV",
"RDShaderSource",
"RDTextureFormat",
"RDTextureView",
"RDUniform",
"RDVertexAttribute",
"RandomNumberGenerator",
"Range",
"RayCast2D",
"ReferenceRect",
"RegEx",
"RegExMatch",
"RemoteTransform2D",
"RenderingDevice",
"RenderingServer",
"ResourceFormatLoader",
"ResourceFormatSaver",
"ResourceImporter",
"ResourceLoader",
"ResourcePreloader",
"ResourcePreloaderEditor",
"ResourceSaver",
"ResourceUID",
"RichTextEffect",
"RichTextLabel",
"SceneCacheInterface",
"SceneImportSettingsData",
"SceneRPCInterface",
"SceneReplicationConfig",
"SceneReplicationInterface",
"SceneState",
"SceneTileProxyObject",
"SceneTreeEditor",
"SceneTreeTimer",
"ScriptEditor",
"ScriptExtension",
"ScriptLanguage",
"ScrollContainer",
"SectionedInspectorFilter",
"Semaphore",
"Separator",
"ShaderFileEditor",
"ShaderGlobalsEditorInterface",
"ShaderGlobalsOverride",
"ShaderInclude",
"Shape2D",
"Shape3D",
"ShapeCast2D",
"Shortcut",
"Skeleton2D",
"Skeleton2DEditor",
"SkeletonIK3D",
"SkeletonModification2D",
"SkeletonModificationStack2D",
"SkeletonProfile",
"Skin",
"SkinReference",
"SplitContainer",
"SplitContainerDragger",
"Sprite2DEditor",
"SpriteFrames",
"StreamPeer",
"StyleBoxFlat",
"StyleBoxLine",
"StyleBoxTexture",
"SubViewportContainer",
"SurfaceTool",
"SyntaxHighlighter",
"SystemFont",
"TCPServer",
"TLSOptions",
"TabBar",
"TextEdit",
"TextLine",
"TextParagraph",
"TextServer",
"TextServerManager",
"Texture3D",
"TextureButton",
"TextureLayered",
"TextureRect",
"Theme",
"ThemeDB",
"Thread",
"TileAtlasView",
"TileData",
"TileMap",
"TileMapEditorTerrainsPlugin",
"TileMapEditorTilesPlugin",
"TileMapPattern",
"TileSet",
"TileSetAtlasSourceProxyObject",
"TileSetScenesCollectionProxyObject",
"TileSetSource",
"Time",
"Timer",
"TouchScreenButton",
"Translation",
"TranslationServer",
"Tree",
"TreeItem",
"TriangleMesh",
"Tween",
"Tweener",
"UDPServer",
"UPNP",
"UPNPDevice",
"UndoRedo",
"VideoStream",
"VideoStreamPlayback",
"VideoStreamPlayer",
"ViewPanner",
"Viewport",
"ViewportNavigationControl",
"ViewportRotationControl",
"ViewportTexture",
"VisibleOnScreenNotifier2D",
"VisualShader",
"VisualShaderNode",
"VoxelGIData",
"WeakRef",
"WebRTCPeerConnection",
"WorkerThreadPool",
"World2D",
"World3D",
"WorldEnvironment",
"X509Certificate",
"XMLParser",
"XRInterface",
"XRPose",
"XRPositionalTracker",
"XRServer",
"ZIPPacker",
"ZIPReader"
],
"type": "build_profile"
}

29
работа.gd Normal file
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extends Panel
const TableHeaderType = preload('res://scenes/ячейка-1.tscn')
const TableNodeType = preload('res://scenes/node.tscn')
const CELI_HEADERS_TEXT = [ 'Параметр', 'Значение' ]
const CELI_HEADER_ALIGMENT = [ HORIZONTAL_ALIGNMENT_CENTER, HORIZONTAL_ALIGNMENT_CENTER ]
const CELI_HEADERS_TYPES = [ TableHeaderType, TableHeaderType ]
const CELI_COLUMNS_SIZE = [ 100, 100 ]
const CELI_NODES_TYPES = [ TableNodeType, TableNodeType ]
const CELI_TEXT = [ [ 'Частота, МГц', '2600' ], \
[ 'Пееленг', '26' ] ]
# Called when the node enters the scene tree for the first time.
func _ready():
var tbl_celi = get_node('ramka_celi/tbl_celi')
tbl_celi.set_header(CELI_HEADERS_TYPES)
tbl_celi.set_header_text(CELI_HEADERS_TEXT)
tbl_celi.add_row(CELI_NODES_TYPES)
tbl_celi.add_row(CELI_NODES_TYPES)
tbl_celi.set_rows_text(CELI_TEXT)
tbl_celi.set_columns_alignments(CELI_HEADER_ALIGMENT)
tbl_celi.set_columns_min_size(CELI_COLUMNS_SIZE)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass