extends Control
class_name ColorSelect
var color: Color setget set_color
var _focused := false setget set_focused
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 _focused and Input.is_action_pressed("click") and event is InputEventMouse:
var position = event.position
var saturation = position.x / rect_size.x
var value = 1 - (position.y / rect_size.y)
if saturation > 1 or saturation < 0 or value > 1 or value < 0:
_focused = false
return
set_color(Color.from_hsv(color.h, saturation, value))
update()
emit_signal("color_changed", color)
func _draw():
var vlinex = color.s * rect_size.x
var vliney = rect_size.y
draw_line(Vector2(vlinex - 1, 0), Vector2(vlinex - 1, vliney), Color.black)
draw_line(Vector2(vlinex, 0), Vector2(vlinex, vliney), Color.white)
draw_line(Vector2(vlinex + 1, 0), Vector2(vlinex + 1, vliney), Color.black)
var hlinex = rect_size.x
var hliney = rect_size.y - color.v * rect_size.y
draw_line(Vector2(0, hliney - 1), Vector2(hlinex, hliney - 1), Color.black)
draw_line(Vector2(0, hliney), Vector2(hlinex, hliney), Color.white)
draw_line(Vector2(0, hliney + 1), Vector2(hlinex, hliney + 1), Color.black)
func set_focused(focused):
_focused = focused