HammeriteEditorColors
Editor. Inherits Resource
Every colour the editor draws the WORLD in: the viewports, the overlays, the gizmos (#48).
One resource rather than a field per colour on HammeriteMapEditorSettings and a const in whichever script happened to need it. They were in three places - the settings, private vars on the drawing nodes, and bare Color literals at the point of use - so there was no palette to look at, nothing a game could re-colour wholesale, and no way to tell a deliberate choice from a default nobody had thought about. Not the editor's own chrome. Panels, buttons, text and menus are HammeriteEditorTheme, which is a Theme and lives in the UI. The division is what the colour is FOR: this is the map, that is the tool looking at it. Changing one while the editor is up shows wherever it is drawn every frame; call HammeriteMapEditor.apply_colors() for the rest, which take theirs when they are built.
Properties
| Type | Name | Default |
|---|---|---|
Color | viewport_splitter | Color(0.12, 0.12, 0.12, 1) |
Color | viewport_focus_outline | Color(0.275, 0.448, 0.285, 1) |
Color | grid | Color(0.5, 0.5, 0.5, 0.5) |
Color | ruler_background | Color(0.035, 0.035, 0.035, 1) |
Color | ruler_tick | Color(0.5, 0.5, 0.5, 1) |
Color | ruler_tick_minor | Color(0.5, 0.5, 0.5, 0.5) |
Color | axis_x | Color(0.8, 0, 0, 0.9) |
Color | axis_y | Color(0, 0.8, 0, 0.9) |
Color | axis_z | Color(0, 0, 0.8, 0.9) |
Color | working_plane_x | Color(0.475, 0.018, 0.243, 1) |
Color | working_plane_y | Color(0.37, 0.448, 0, 1) |
Color | working_plane_z | Color(0, 0.167, 0.238, 1) |
Color | brush_outline | Color(0.85, 0.85, 0.85, 1) |
Color | brush_entity_outline | Color(0.85, 0.85, 0.85, 1) |
Color | brush_prefab_outline | Color(0.25, 0.65, 0.6, 1) |
Color | entity_marker | Color(0, 1, 1, 1) |
Color | entity_facing | Color(1, 0.8, 0.25, 1) |
Color | brush_selected_outline | Color(0.45, 0.75, 0.3, 1) |
Color | brush_selected_vertex | Color(0.35, 0.6, 0.2, 1) |
Color | selected_group | Color(1, 0, 1, 1) |
Color | selected_wireframe | Color(0.6039216, 0.8039216, 0.19607843, 1) |
Color | entity_selected_outline | Color(0.6784314, 1, 0.18431373, 1) |
Color | hovered_outline | Color(1, 1, 0, 1) |
Color | selected_footprint | Color(0, 1, 0, 1) |
Color | selected_entity_brush | Color(0, 1, 1, 1) |
Color | face_selected_fill | Color(0.65, 0.85, 0.3, 0.22) |
Color | face_hovered_fill | Color(1, 1, 1, 0.18) |
Color | clip_kept | <unknown> |
Color | clip_kept_other_half | <unknown> |
Color | clip_removed | <unknown> |
Color | terrain_raise | Color(1, 1, 0, 1) |
Color | terrain_lower | Color(1, 0.27058825, 0, 1) |
Color | uv_pinned_locked | Color(0.35, 0.65, 1, 0.8) |
Color | uv_pinned_unlocked | Color(1, 0.5, 0.2, 0.8) |
Color | uv_pinned_locked_fill | Color(0.35, 0.65, 1, 0.16) |
Color | uv_pinned_unlocked_fill | Color(1, 0.5, 0.2, 0.16) |
Color | cell_wall | Color(0.45, 0.75, 1, 0.9) |
Color | cell_wall_overlay | Color(0.45, 0.75, 1, 0.7) |
Color | discarded_face | Color(1, 0.35, 0.2, 1) |
Color | discarded_fill | Color(0.9, 0.35, 0.15, 0.18) |
Color | discarded_edge | Color(0.9, 0.35, 0.15, 0.55) |
Color | portal | Color(0.2, 0.95, 0.9, 0.95) |
Color | portal_overlay | Color(0.3, 0.9, 1, 1) |
Color | room_fill | Color(0.3, 0.42, 0.58, 0.1) |
Color | slice_guide | Color(0.95, 0.82, 0.35, 0.6) |
Color | void_window_fill | Color(1, 0.1, 0.1, 0.35) |
Color | void_window_edge | Color(1, 0.1, 0.1, 0.9) |
Color | graph_warn_sliver | Color(1, 0.35, 0.2, 0.9) |
Color | graph_warn_overlap | Color(1, 0.8, 0.2, 0.9) |
Color | bake_warn_too_large | Color(0.95, 0.25, 0.2, 1) |
Color | bake_warn_light_overflow | Color(0.95, 0.55, 0.15, 1) |
Color | bake_warn_wasteful | Color(0.45, 0.6, 0.85, 1) |
Methods
| Returns | Method |
|---|---|
Color | bake_warning(kind: int) |
Color | graph_warning(kind: int) |
Property descriptions
viewport_splitter
var viewport_splitter: Color = Color(0.12, 0.12, 0.12, 1)
The lines dividing the four views.
viewport_focus_outline
var viewport_focus_outline: Color = Color(0.275, 0.448, 0.285, 1)
The outline round the view that has the keyboard.
grid
var grid: Color = Color(0.5, 0.5, 0.5, 0.5)
Grid lines, in the flat views and on the perspective view's ground grid. Its alpha is scaled down further as a flat view zooms out.
ruler_background
var ruler_background: Color = Color(0.035, 0.035, 0.035, 1)
Behind the rulers along a flat view's edges.
ruler_tick
var ruler_tick: Color = Color(0.5, 0.5, 0.5, 1)
A ruler's major ticks.
ruler_tick_minor
var ruler_tick_minor: Color = Color(0.5, 0.5, 0.5, 0.5)
A ruler's minor ticks.
axis_x
var axis_x: Color = Color(0.8, 0, 0, 0.9)
The X axis through the origin: in the flat views' grid, on their rulers and in the perspective grid.
axis_y
var axis_y: Color = Color(0, 0.8, 0, 0.9)
The Y axis through the origin, in the flat views' grid and on their rulers.
axis_z
var axis_z: Color = Color(0, 0, 0.8, 0.9)
The Z axis through the origin: in the flat views' grid, on their rulers and in the perspective grid.
working_plane_x
var working_plane_x: Color = Color(0.475, 0.018, 0.243, 1)
The working plane, per axis it is perpendicular to. Darker than the axes themselves: it is the ground a tool draws on, not a direction being pointed out.
working_plane_y
var working_plane_y: Color = Color(0.37, 0.448, 0, 1)
See working_plane_x.
working_plane_z
var working_plane_z: Color = Color(0, 0.167, 0.238, 1)
See working_plane_x.
brush_outline
var brush_outline: Color = Color(0.85, 0.85, 0.85, 1)
A brush's outline in the flat views.
brush_entity_outline
var brush_entity_outline: Color = Color(0.85, 0.85, 0.85, 1)
A brush entity's brushes in the flat views, multiplied by the entity type's _editor_tint display property.
brush_prefab_outline
var brush_prefab_outline: Color = Color(0.25, 0.65, 0.6, 1)
A brush belonging to a prefab instance, in the flat views and in the prefab tool's preview.
entity_marker
var entity_marker: Color = Color(0, 1, 1, 1)
A point entity's marker in the flat views.
entity_facing
var entity_facing: Color = Color(1, 0.8, 0.25, 1)
Which way a point entity is facing.
brush_selected_outline
var brush_selected_outline: Color = Color(0.45, 0.75, 0.3, 1)
A selected brush's outline in the flat views. See selected_wireframe.
brush_selected_vertex
var brush_selected_vertex: Color = Color(0.35, 0.6, 0.2, 1)
A selected brush's vertex handles in the flat views.
selected_group
var selected_group: Color = Color(1, 0, 1, 1)
A selected brush that is part of a group, so a click that took the whole group says so.
selected_wireframe
var selected_wireframe: Color = Color(0.6039216, 0.8039216, 0.19607843, 1)
Three greens for one idea. The flat views outline a selected brush in brush_selected_outline, the 3D gizmos in this, and a selected entity's box in entity_selected_outline - three shades nobody chose to differ, found only once they were in one place. Left as they were rather than quietly unified, since that is a look to change on purpose and not in a move; one palette is what makes it a one-line change when somebody does.
entity_selected_outline
var entity_selected_outline: Color = Color(0.6784314, 1, 0.18431373, 1)
A selected point entity's box in the flat views. See selected_wireframe.
hovered_outline
var hovered_outline: Color = Color(1, 1, 0, 1)
What is under the cursor but not chosen - a decal's footprint, a hovered outline.
selected_footprint
var selected_footprint: Color = Color(0, 1, 0, 1)
A decal's footprint where it is placed, flat on the wall it is projected onto.
selected_entity_brush
var selected_entity_brush: Color = Color(0, 1, 1, 1)
The brushwork of a selected brush entity.
face_selected_fill
var face_selected_fill: Color = Color(0.65, 0.85, 0.3, 0.22)
Faces, which are tinted rather than outlined in 3D - faint, so they read as a tint on the surface rather than a slab of colour over it.
face_hovered_fill
var face_hovered_fill: Color = Color(1, 1, 1, 0.18)
The tint on the face under the cursor in the perspective view. See face_selected_fill.
clip_kept
var clip_kept: Color = <unknown>
In the flat views, a brush the clip tool is about to cut: the part it keeps.
clip_kept_other_half
var clip_kept_other_half: Color = <unknown>
The part a clip that keeps both halves leaves on the other side of its plane.
clip_removed
var clip_removed: Color = <unknown>
The part a clip throws away.
terrain_raise
var terrain_raise: Color = Color(1, 1, 0, 1)
The terrain tool's ring, where it is about to raise the ground and where it is about to lower it.
terrain_lower
var terrain_lower: Color = Color(1, 0.27058825, 0, 1)
See terrain_raise.
uv_pinned_locked
var uv_pinned_locked: Color = Color(0.35, 0.65, 1, 0.8)
A face pinned either way about UV lock (#72), tinted in 3D and outlined in the flat views.
uv_pinned_unlocked
var uv_pinned_unlocked: Color = Color(1, 0.5, 0.2, 0.8)
See uv_pinned_locked.
uv_pinned_locked_fill
var uv_pinned_locked_fill: Color = Color(0.35, 0.65, 1, 0.16)
The perspective view's tint for uv_pinned_locked; the flat views outline in that.
uv_pinned_unlocked_fill
var uv_pinned_unlocked_fill: Color = Color(1, 0.5, 0.2, 0.16)
The perspective view's tint for uv_pinned_unlocked.
cell_wall
var cell_wall: Color = Color(0.45, 0.75, 1, 0.9)
A cell wall in the floorplan. cell_wall_overlay is the subtractive overlay's.
cell_wall_overlay
var cell_wall_overlay: Color = Color(0.45, 0.75, 1, 0.7)
A cell wall in the perspective view's subtractive overlay.
discarded_face
var discarded_face: Color = Color(1, 0.35, 0.2, 1)
A face the compiler threw away because it is buried in solid.
discarded_fill
var discarded_fill: Color = Color(0.9, 0.35, 0.15, 0.18)
The floorplan's fill for a discarded face. discarded_face is the perspective overlay's.
discarded_edge
var discarded_edge: Color = Color(0.9, 0.35, 0.15, 0.55)
The floorplan's outline for a discarded face.
portal
var portal: Color = Color(0.2, 0.95, 0.9, 0.95)
A portal in the floorplan.
portal_overlay
var portal_overlay: Color = Color(0.3, 0.9, 1, 1)
A portal in the perspective view's subtractive overlay.
room_fill
var room_fill: Color = Color(0.3, 0.42, 0.58, 0.1)
The cross-section of a room at the view's slice depth.
slice_guide
var slice_guide: Color = Color(0.95, 0.82, 0.35, 0.6)
Where the other views' slice planes cut through this one.
void_window_fill
var void_window_fill: Color = Color(1, 0.1, 0.1, 0.35)
A cell wall a transparent texture has turned into a window onto the void.
void_window_edge
var void_window_edge: Color = Color(1, 0.1, 0.1, 0.9)
A void window's outline in the floorplan, and the colour graph_warning() gives a HammeriteMap.VOID_WINDOW warning.
graph_warn_sliver
var graph_warn_sliver: Color = Color(1, 0.35, 0.2, 0.9)
The graph validators' findings: two rooms that nearly touch, two that overlap ambiguously.
graph_warn_overlap
var graph_warn_overlap: Color = Color(1, 0.8, 0.2, 0.9)
See graph_warn_sliver.
bake_warn_too_large
var bake_warn_too_large: Color = Color(0.95, 0.25, 0.2, 1)
What the last bake could not do. The first two are hotter than the graph's - they mean lighting is already wrong, where a graph warning means it will be. The third is cooler than either: nothing about that face renders wrong, it only costs more than it is worth.
bake_warn_light_overflow
var bake_warn_light_overflow: Color = Color(0.95, 0.55, 0.15, 1)
See bake_warn_too_large.
bake_warn_wasteful
var bake_warn_wasteful: Color = Color(0.45, 0.6, 0.85, 1)
See bake_warn_too_large.
Method descriptions
bake_warning()
func bake_warning(kind: int) -> Color
The marker colour for a HammeriteMap.BakeWarningKind, for the 2D viewports and the problem browser both - the cross in the viewport and the row that selects it have to be the same colour or neither means anything.
graph_warning()
func graph_warning(kind: int) -> Color
The marker colour for a HammeriteMap.WarningKind, as bake_warning() is for the bake's.