immersive-home/app/content/ui/components/panel/panel.gd

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GDScript3
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@tool
extends MeshInstance3D
class_name Panel3D
const PanelMaterial = preload ("panel.material")
const COLOR = Color(1.0, 1.0, 1.0, 0.3)
const BORDER_COLOR = Color(1.0, 1.0, 1.0, 1.0)
const COLOR_ACTIVE = Color(0.949, 0.353, 0.22, 0.3)
const BORDER_COLOR_ACTIVE = Color(0.949, 0.353, 0.22, 1.0)
const COLOR_HOVER = Color(0.5, 0.5, 0.5, 0.3)
const BORDER_COLOR_HOVER = Color(0.7, 0.7, 0.7, 1.0)
@export var hovering = false:
set(value):
hovering = value
_update_style()
@export var active = false:
set(value):
active = value
_update_style()
@export var size = Vector2(1, 1):
set(value):
size = value
_update_size()
@export var corner_radius = 0.2:
set(value):
corner_radius = value
_update_corner_radius()
@export var border = 0.6:
set(value):
border = value
_update_border()
func _ready():
mesh = QuadMesh.new()
material_override = PanelMaterial.duplicate()
_update_style()
_update_size()
_update_corner_radius()
_update_border()
func _update_border():
material_override.set_shader_parameter("border_size", border * 1.0 / 60.0)
material_override.set_shader_parameter("border_fade_in", border * 5.0 / 60.0)
func _update_corner_radius():
material_override.set_shader_parameter("corner_radius", corner_radius)
func _update_style():
if active:
material_override.set_shader_parameter("color", COLOR_ACTIVE)
material_override.set_shader_parameter("border_color", BORDER_COLOR_ACTIVE)
elif hovering:
material_override.set_shader_parameter("color", COLOR_HOVER)
material_override.set_shader_parameter("border_color", BORDER_COLOR_HOVER)
else:
material_override.set_shader_parameter("color", COLOR)
material_override.set_shader_parameter("border_color", BORDER_COLOR)
func _update_size():
mesh.size = size
material_override.set_shader_parameter("size", size * 25)