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7 changed files with 474 additions and 122 deletions

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@ -0,0 +1,54 @@
using System;
using System.IO;
using System.Text;
namespace KeepersCompound.LGS.Database.Chunks;
public class TxList : IChunk
{
public struct Item
{
public byte[] Tokens { get; set; }
public string Name { get; set; }
public Item(BinaryReader reader)
{
Tokens = reader.ReadBytes(4);
var tmpName = Encoding.UTF8.GetString(reader.ReadBytes(16)).Replace("\0", string.Empty);
Name = tmpName[..Math.Min(15, tmpName.Length)];
}
}
public ChunkHeader Header { get; set; }
public int BlockSize { get; set; }
public int ItemCount { get; set; }
public int TokenCount { get; set; }
public string[] Tokens { get; set; }
public Item[] Items { get; set; }
public void ReadData(BinaryReader reader, DbFile.TableOfContents.Entry entry)
{
BlockSize = reader.ReadInt32();
ItemCount = reader.ReadInt32();
TokenCount = reader.ReadInt32();
Tokens = new string[TokenCount];
for (var i = 0; i < TokenCount; i++)
{
var tmpToken = Encoding.UTF8.GetString(reader.ReadBytes(16)).Replace("\0", string.Empty);
Tokens[i] = tmpToken[..Math.Min(16, tmpToken.Length)];
}
Items = new Item[ItemCount];
for (var i = 0; i < ItemCount; i++)
{
Items[i] = new Item(reader);
}
}
public void WriteData(BinaryWriter writer)
{
throw new System.NotImplementedException();
}
}

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@ -98,6 +98,7 @@ public class DbFile
{
// "AI_ROOM_DB" => new AiRoomDb(),
// "AICONVERSE" => new AiConverseChunk(),
"TXLIST" => new TxList(),
"WREXT" => new WorldRep(),
_ => new GenericChunk(),
};

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@ -1,10 +1,13 @@
using Godot;
using Godot.NativeInterop;
using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
using KeepersCompound.TMV.UI;
using RectpackSharp;
using System;
using System.Collections.Generic;
using System.IO;
namespace KeepersCompound;
@ -17,16 +20,22 @@ public partial class Mission : Node3D
public bool Build = false;
[Export]
public bool Clear = false;
[Export]
public bool Dump = false;
DbFile _file;
List<ImageTexture> _textures;
public override void _Ready()
{
var fileNameLineEdit = GetNode<LineEdit>("%FileNameLineEdit");
fileNameLineEdit.Text = FileName;
fileNameLineEdit.TextSubmitted += (string text) => FileName = text;
GetNode<Button>("%BuildButton").Pressed += () => RebuildMap();
GetNode<Button>("%ClearButton").Pressed += () => ClearMap();
_textures = new List<ImageTexture>();
var missionSelector = GetNode<Control>("%MissionSelector") as MissionSelector;
missionSelector.LoadMission += (string path) =>
{
FileName = path;
Build = true;
};
}
public override void _Process(double delta)
@ -67,6 +76,10 @@ public partial class Mission : Node3D
ClearMap();
_file = new(FileName);
var textureList = (TxList)_file.Chunks["TXLIST"];
LoadTextures(textureList);
if (Dump) DumpTextureList(textureList);
var wr = (WorldRep)_file.Chunks["WREXT"];
foreach (var cell in wr.Cells)
@ -87,49 +100,42 @@ public partial class Mission : Node3D
return;
}
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var indices = new List<int>();
var lightmapUvs = new List<Vector2>();
var cellIdxOffset = 0;
// You'd think these would be the same number, but apparently not
// I think it's because water counts as a render poly and a portal poly
var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
var packingRects = new PackingRectangle[maxPolyIdx];
var rectIdToUvIdxMap = new List<int[]>();
for (int i = 0; i < maxPolyIdx; i++)
var surfaceArrays = BuildSurfaceArrays(cell, maxPolyIdx, out var packingRects);
Image lightmap = BuildLightmap(cell, packingRects, surfaceArrays);
// !Hack: This should be somewhere else?
var materials = new List<Material>();
for (var i = 0; i < maxPolyIdx; i++)
{
var poly = cell.Polys[i];
var meshIdxOffset = vertices.Count;
var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
var numPolyVertices = poly.VertexCount;
for (var j = 0; j < numPolyVertices; j++)
var textureId = cell.RenderPolys[i].TextureId;
// !HACK: Sky textures :)
if (textureId >= _textures.Count)
{
var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
vertices.Add(vertex.ToGodotVec3());
normals.Add(normal);
textureId = 0;
}
// Simple triangulation. Polys are always convex so we can just do a fan
for (int j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(meshIdxOffset);
indices.Add(meshIdxOffset + j);
indices.Add(meshIdxOffset + j + 1);
}
// UVs
var renderPoly = cell.RenderPolys[i];
var light = cell.LightList[i];
packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
var uvIdxs = CalcBaseUV(cell, poly, renderPoly, light, lightmapUvs, cellIdxOffset);
rectIdToUvIdxMap.Add(uvIdxs);
cellIdxOffset += poly.VertexCount;
var material = ResourceLoader.Load<ShaderMaterial>("res://project/materials/base.tres").Duplicate() as ShaderMaterial;
material.SetShaderParameter("texture_albedo", _textures[textureId]);
material.SetShaderParameter("lightmap_albedo", ImageTexture.CreateFromImage(lightmap));
materials.Add(material);
}
MeshInstance3D mesh = GenerateMesh(surfaceArrays, materials);
OccluderInstance3D occluderInstance = GenerateOccluder(surfaceArrays);
var cellNode = new Node3D();
cellNode.AddChild(mesh);
cellNode.AddChild(occluderInstance);
AddChild(cellNode);
}
private static Image BuildLightmap(WorldRep.Cell cell, PackingRectangle[] packingRects, List<Godot.Collections.Array> surfaceArrays)
{
RectanglePacker.Pack(packingRects, out var bounds);
var image = Image.Create((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
foreach (var rect in packingRects)
@ -149,16 +155,17 @@ public partial class Mission : Node3D
{
rawColour += lightmap.GetPixel(l, x, y);
}
var colour = new Color(MathF.Min(rawColour.X, 1.0f), MathF.Min(rawColour.Y, 1.0f), MathF.Min(rawColour.Z, 1.0f), MathF.Min(rawColour.W, 1.0f));
image.SetPixel((int)(rect.X + x), (int)(rect.Y + y), colour);
}
}
// Transform UVs
var lmUvIdxs = rectIdToUvIdxMap[rect.Id];
foreach (var idx in lmUvIdxs)
var lightmapUvs = surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV2].As<Vector2[]>();
for (var i = 0; i < lightmapUvs.Length; i++)
{
var uv = lightmapUvs[idx];
var uv = lightmapUvs[i];
var u = uv.X;
var v = uv.Y;
@ -171,36 +178,85 @@ public partial class Mission : Node3D
// Transform!
u = (rect.X + rect.Width * u) / (int)bounds.Width;
v = (rect.Y + rect.Height * v) / (int)bounds.Height;
lightmapUvs[idx] = new Vector2(u, v);
lightmapUvs[i] = new Vector2(u, v);
}
surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV2] = lightmapUvs;
}
return image;
}
var cellNode = new Node3D();
private List<Godot.Collections.Array> BuildSurfaceArrays(
WorldRep.Cell cell,
int maxPolyIdx,
out PackingRectangle[] packingRects)
{
packingRects = new PackingRectangle[maxPolyIdx];
var material = new StandardMaterial3D
var surfacesArrays = new List<Godot.Collections.Array>();
var cellIdxOffset = 0;
for (int i = 0; i < maxPolyIdx; i++)
{
AlbedoTexture = ImageTexture.CreateFromImage(image),
TextureFilter = BaseMaterial3D.TextureFilterEnum.Nearest,
};
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var indices = new List<int>();
var textureUvs = new List<Vector2>();
var lightmapUvs = new List<Vector2>();
var arrMesh = new ArrayMesh();
var arrays = new Godot.Collections.Array();
arrays.Resize((int)Mesh.ArrayType.Max);
arrays[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
arrays[(int)Mesh.ArrayType.Normal] = normals.ToArray();
arrays[(int)Mesh.ArrayType.Index] = indices.ToArray();
arrays[(int)Mesh.ArrayType.TexUV] = lightmapUvs.ToArray();
var poly = cell.Polys[i];
var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
var numPolyVertices = poly.VertexCount;
for (var j = 0; j < numPolyVertices; j++)
{
var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
vertices.Add(vertex.ToGodotVec3());
normals.Add(normal);
}
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
arrMesh.SurfaceSetMaterial(0, material);
// Simple triangulation. Polys are always convex so we can just do a fan
for (int j = 1; j < numPolyVertices - 1; j++)
{
indices.Add(0);
indices.Add(j);
indices.Add(j + 1);
}
var meshInstance = new MeshInstance3D
// UVs
var renderPoly = cell.RenderPolys[i];
var light = cell.LightList[i];
packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
CalcBaseUV(cell, poly, renderPoly, light, textureUvs, lightmapUvs, cellIdxOffset);
cellIdxOffset += poly.VertexCount;
var array = new Godot.Collections.Array();
array.Resize((int)Mesh.ArrayType.Max);
array[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
array[(int)Mesh.ArrayType.Normal] = normals.ToArray();
array[(int)Mesh.ArrayType.Index] = indices.ToArray();
array[(int)Mesh.ArrayType.TexUV] = textureUvs.ToArray();
array[(int)Mesh.ArrayType.TexUV2] = lightmapUvs.ToArray();
surfacesArrays.Add(array);
}
return surfacesArrays;
}
// TODO: This is broke?
private static OccluderInstance3D GenerateOccluder(List<Godot.Collections.Array> surfaceArrays)
{
var vertices = new List<Vector3>();
var indices = new List<int>();
foreach (var array in surfaceArrays)
{
Mesh = arrMesh,
CastShadow = GeometryInstance3D.ShadowCastingSetting.On
};
cellNode.AddChild(meshInstance);
var count = vertices.Count;
vertices.AddRange(array[(int)Mesh.ArrayType.Vertex].As<Vector3[]>());
var surfaceIndices = array[(int)Mesh.ArrayType.Index].As<int[]>();
foreach (var idx in surfaceIndices)
{
indices.Add(count + idx);
}
}
var occluder = new ArrayOccluder3D();
occluder.SetArrays(vertices.ToArray(), indices.ToArray());
@ -209,82 +265,157 @@ public partial class Mission : Node3D
Occluder = occluder,
BakeSimplificationDistance = 0.0f
};
cellNode.AddChild(occluderInstance);
var r = new Random();
if (r.NextSingle() > 0.9 && cell.SphereRadius > 5.0)
{
var light = new OmniLight3D
{
Position = cell.SphereCenter.ToGodotVec3(),
OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f,
};
// cellNode.AddChild(light);
}
AddChild(cellNode);
return occluderInstance;
}
private static int[] CalcBaseUV(
private static MeshInstance3D GenerateMesh(List<Godot.Collections.Array> surfaceArrays, List<Material> materials)
{
var arrMesh = new ArrayMesh();
for (var i = 0; i < surfaceArrays.Count; i++)
{
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surfaceArrays[i]);
arrMesh.SurfaceSetMaterial(i, materials[i]);
}
var meshInstance = new MeshInstance3D
{
Mesh = arrMesh,
CastShadow = GeometryInstance3D.ShadowCastingSetting.On
};
return meshInstance;
}
private void CalcBaseUV(
WorldRep.Cell cell,
WorldRep.Cell.Poly poly,
WorldRep.Cell.RenderPoly renderPoly,
WorldRep.Cell.LightmapInfo light,
List<Vector2> textureUvs,
List<Vector2> lightmapUvs,
int cellIdxOffset)
{
// TODO: This is slightly hardcoded for ND. Check other stuff at some point. Should be handled in LG side imo
// TODO: This is a mess lol
var textureId = renderPoly.TextureId;
// !HACK: Sky textures :)
if (textureId >= _textures.Count)
{
textureId = 0;
}
var texture = _textures[textureId];
var texU = renderPoly.TextureVectors.Item1.ToGodotVec3();
var texV = renderPoly.TextureVectors.Item2.ToGodotVec3();
var baseU = renderPoly.TextureBases.Item1;
var baseV = renderPoly.TextureBases.Item2;
var txUScale = 64.0f / texture.GetWidth();
var txVScale = 64.0f / texture.GetHeight();
var lmUScale = 4.0f / light.Width;
var lmVScale = 4.0f / light.Height;
var txUBase = baseU * txUScale;
var txVBase = baseV * txVScale;
var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
var uu = texU.Dot(texU);
var vv = texV.Dot(texV);
var uv = texU.Dot(texV);
var lmUScale = 4.0f / light.Width;
var lmVScale = 4.0f / light.Height;
var baseU = renderPoly.TextureBases.Item1;
var baseV = renderPoly.TextureBases.Item2;
var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(); // TODO: This probably shouldn't be hardcoded idx 0
var uvIdxs = new int[poly.VertexCount];
if (uv == 0.0)
{
var txUVec = texU * txUScale / uu;
var txVVec = texV * txVScale / vv;
var lmUVec = texU * lmUScale / uu;
var lmVVec = texV * lmVScale / vv;
for (var i = 0; i < poly.VertexCount; i++)
{
uvIdxs[i] = lightmapUvs.Count;
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
var txUV = new Vector2(delta.Dot(txUVec) + txUBase, delta.Dot(txVVec) + txVBase);
var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
textureUvs.Add(txUV);
lightmapUvs.Add(lmUV);
}
}
else
{
var denom = 1.0f / (uu * vv - uv * uv);
var txUu = uu * txVScale * denom;
var txVv = vv * txUScale * denom;
var txUvu = txUScale * denom * uv;
var txUvv = txVScale * denom * uv;
var lmUu = uu * lmVScale * denom;
var lmVv = vv * lmUScale * denom;
var lmUvu = lmUScale * denom * uv;
var lmUvv = lmVScale * denom * uv;
for (var i = 0; i < poly.VertexCount; i++)
{
uvIdxs[i] = lightmapUvs.Count;
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
var du = delta.Dot(texU);
var dv = delta.Dot(texV);
var txUV = new Vector2(txUBase + txVv * du - txUvu * dv, txVBase + txUu * dv - txUvv * du);
var lmUV = new Vector2(lmUBase + lmVv * du - lmUvu * dv, lmVBase + lmUu * dv - lmUvv * du);
textureUvs.Add(txUV);
lightmapUvs.Add(lmUV);
}
}
}
return uvIdxs;
private void LoadTextures(TxList textureList)
{
// TODO: This has hardcoded .png extension and relies on you placing extracted and converted images in godot user directory
var count = textureList.ItemCount;
for (var i = 0; i < count; i++)
{
var item = textureList.Items[i];
var path = "/";
for (var j = 0; j < item.Tokens.Length; j++)
{
var token = item.Tokens[j];
if (token == 0)
{
break;
}
path += $"{textureList.Tokens[token - 1]}/";
}
path += item.Name + ".png"; // Hardcoded extension!
if (File.Exists(FileName + path))
{
path = FileName + path;
}
else if (File.Exists(ProjectSettings.GlobalizePath($"user://textures{path}")))
{
path = ProjectSettings.GlobalizePath($"user://textures{path}");
}
else
{
path = "user://textures/jorge.png";
}
if (Dump) GD.Print($"Loading texture: {path}");
_textures.Add(ImageTexture.CreateFromImage(Image.LoadFromFile(path)));
}
}
private static void DumpTextureList(TxList textureList)
{
GD.Print($"TXLIST:\n BlockSize: {textureList.BlockSize}\n ItemCount: {textureList.ItemCount}\n TokenCount: {textureList.TokenCount}\n Tokens:");
for (var i = 0; i < textureList.TokenCount; i++)
{
GD.Print($" {i}: {textureList.Tokens[i]}");
}
GD.Print($" Items:");
for (var i = 0; i < textureList.ItemCount; i++)
{
var item = textureList.Items[i];
GD.Print($" {i}:\n Tokens: [{item.Tokens[0]}, {item.Tokens[1]}, {item.Tokens[2]}, {item.Tokens[3]}]\n Name: {item.Name}");
}
}
}

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@ -0,0 +1,74 @@
using System.IO;
using Godot;
namespace KeepersCompound.TMV.UI;
public partial class MissionSelector : Control
{
[Signal]
public delegate void LoadMissionEventHandler(string path);
private FileDialog _FolderSelect;
private LineEdit _FolderPath;
private Button _BrowseButton;
private ItemList _Missions;
private Button _LoadButton;
private Button _CancelButton;
public override void _Ready()
{
_FolderSelect = GetNode<FileDialog>("%FolderSelect");
_FolderPath = GetNode<LineEdit>("%FolderPath");
_BrowseButton = GetNode<Button>("%BrowseButton");
_Missions = GetNode<ItemList>("%Missions");
_LoadButton = GetNode<Button>("%LoadButton");
_CancelButton = GetNode<Button>("%CancelButton");
_BrowseButton.Pressed += () => _FolderSelect.Visible = true;
_FolderSelect.DirSelected += (string dir) => { _FolderPath.Text = dir; BuildMissionList(dir); };
_FolderPath.TextSubmitted += BuildMissionList;
_Missions.ItemSelected += (long _) => _LoadButton.Disabled = false;
_LoadButton.Pressed += EmitLoadMission;
_CancelButton.Pressed += () => Visible = false;
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.Escape)
{
Visible = !Visible;
}
}
}
private void BuildMissionList(string path)
{
_Missions.Clear();
_LoadButton.Disabled = true;
// TODO: Use install config to select paths better?
var mis = Directory.GetFiles(path, "*.mis", SearchOption.AllDirectories);
foreach (var m in mis)
{
_Missions.AddItem(m.TrimPrefix(path));
}
}
private void EmitLoadMission()
{
var selected = _Missions.GetSelectedItems();
if (selected.IsEmpty())
{
return;
}
var item = _Missions.GetItemText(selected[0]);
var basePath = _FolderPath.Text;
var path = basePath + item;
EmitSignal(SignalName.LoadMission, path);
Visible = false;
}
}

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@ -0,0 +1,20 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://ck8h6dvojuegj"]
[sub_resource type="Shader" id="Shader_eumy4"]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,unshaded;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D lightmap_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float lightmap_modulation;
void fragment() {
vec4 albedo_tex = texture(texture_albedo,UV);
vec4 lightmap_tex = texture(lightmap_albedo,UV2) * lightmap_modulation;
ALBEDO = albedo_tex.rgb * lightmap_tex.rgb;
}
"
[resource]
render_priority = 0
shader = SubResource("Shader_eumy4")
shader_parameter/lightmap_modulation = 1.0

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@ -1,7 +1,9 @@
[gd_scene load_steps=4 format=3 uid="uid://boxi211q3kx6c"]
[gd_scene load_steps=6 format=3 uid="uid://boxi211q3kx6c"]
[ext_resource type="Script" path="res://project/code/Mission.cs" id="1_xhqt7"]
[ext_resource type="Script" path="res://project/code/camera.gd" id="2_w5otl"]
[ext_resource type="PackedScene" uid="uid://cekg1xb5f0ux1" path="res://project/scenes/ui/mission_selector.tscn" id="3_hwfcj"]
[ext_resource type="Material" uid="uid://ck8h6dvojuegj" path="res://project/materials/base.tres" id="4_vxwmj"]
[sub_resource type="Environment" id="Environment_oxkvl"]
ambient_light_source = 2
@ -13,7 +15,7 @@ ssao_enabled = true
[node name="Mission" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.110309, 0.187101, -0.461656)
script = ExtResource("1_xhqt7")
FileName = "/home/jarrod/Dev/thief/de-specs/test_data/lm-test.cow"
FileName = "/home/jarrod/Dev/thief/de-specs/test_data/rose-garden.mis"
[node name="Camera3D" type="Camera3D" parent="."]
script = ExtResource("2_w5otl")
@ -23,34 +25,8 @@ environment = SubResource("Environment_oxkvl")
[node name="UI" type="CanvasLayer" parent="."]
[node name="PanelContainer" type="PanelContainer" parent="UI"]
offset_right = 436.0
offset_bottom = 74.0
[node name="MarginContainer" type="MarginContainer" parent="UI/PanelContainer"]
layout_mode = 2
theme_override_constants/margin_left = 8
theme_override_constants/margin_top = 8
theme_override_constants/margin_right = 8
theme_override_constants/margin_bottom = 8
[node name="VBoxContainer" type="VBoxContainer" parent="UI/PanelContainer/MarginContainer"]
layout_mode = 2
[node name="FileNameLineEdit" type="LineEdit" parent="UI/PanelContainer/MarginContainer/VBoxContainer"]
[node name="MissionSelector" parent="UI" instance=ExtResource("3_hwfcj")]
unique_name_in_owner = true
layout_mode = 2
text = "/home/jarrod/Dev/thief/de-specs/test_data/rose-garden.mis"
[node name="HBoxContainer" type="HBoxContainer" parent="UI/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="BuildButton" type="Button" parent="UI/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Build"
[node name="ClearButton" type="Button" parent="UI/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Clear"
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
material_overlay = ExtResource("4_vxwmj")

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@ -0,0 +1,96 @@
[gd_scene load_steps=3 format=3 uid="uid://cekg1xb5f0ux1"]
[ext_resource type="Script" path="res://project/code/TMV/UI/MissionSelector.cs" id="1_kl8qm"]
[sub_resource type="LabelSettings" id="LabelSettings_4v24o"]
font_size = 20
[node name="MissionSelector" type="Control"]
visible = false
layout_mode = 3
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_kl8qm")
[node name="FolderSelect" type="FileDialog" parent="."]
unique_name_in_owner = true
title = "Open a Directory"
initial_position = 2
size = Vector2i(636, 159)
ok_button_text = "Select Current Folder"
file_mode = 2
access = 2
use_native_dialog = true
[node name="PanelContainer" type="PanelContainer" parent="."]
custom_minimum_size = Vector2(460, 0)
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -144.0
offset_top = -37.0
offset_right = 144.0
offset_bottom = 37.0
grow_horizontal = 2
grow_vertical = 2
[node name="MarginContainer" type="MarginContainer" parent="PanelContainer"]
layout_mode = 2
theme_override_constants/margin_left = 8
theme_override_constants/margin_top = 8
theme_override_constants/margin_right = 8
theme_override_constants/margin_bottom = 8
[node name="VBoxContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer"]
layout_mode = 2
[node name="Title" type="Label" parent="PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Mission Selector"
label_settings = SubResource("LabelSettings_4v24o")
horizontal_alignment = 1
[node name="FolderSelect" type="HBoxContainer" parent="PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="PanelContainer/MarginContainer/VBoxContainer/FolderSelect"]
layout_mode = 2
text = "Folder"
[node name="FolderPath" type="LineEdit" parent="PanelContainer/MarginContainer/VBoxContainer/FolderSelect"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
[node name="BrowseButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer/FolderSelect"]
unique_name_in_owner = true
layout_mode = 2
text = "Browse"
[node name="Missions" type="ItemList" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 480)
layout_mode = 2
[node name="Buttons" type="HBoxContainer" parent="PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
size_flags_horizontal = 8
[node name="LoadButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer/Buttons"]
unique_name_in_owner = true
layout_mode = 2
disabled = true
text = "Load"
[node name="CancelButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer/Buttons"]
unique_name_in_owner = true
layout_mode = 2
text = "Cancel"