extends Control
class_name ColorSelect
var color: Color setget set_color
onready var shader_holder := $ShaderHolder
signal color_changed(color)
func set_color(newcolor):
if newcolor != color:
color = newcolor
shader_holder.material.set_shader_param("hue", color.h)
update()
func apply_hue(newhue):
self.color.h = newhue
func _gui_input(event):
if Input.is_action_pressed("click") and event is InputEventMouse:
var position = event.position
var saturation = clamp(position.x / rect_size.x, 0, 1)
var value = clamp(1 - (position.y / rect_size.y), 0, 1)
set_color(Color.from_hsv(color.h, saturation, value))
update()
emit_signal("color_changed", color)
func _draw():
var draw_color = color.inverted()
var vlinex = color.s * rect_size.x
var vliney = rect_size.y
draw_line(Vector2(vlinex, 0), Vector2(vlinex, vliney), draw_color)
var hlinex = rect_size.x
var hliney = rect_size.y - color.v * rect_size.y
draw_line(Vector2(0, hliney), Vector2(hlinex, hliney), draw_color)