godot/scene/gui/texture_progress.cpp

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/*************************************************************************/
/* texture_progress.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "texture_progress.h"
void TextureProgress::set_under_texture(const Ref<Texture> &p_texture) {
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under = p_texture;
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update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_under_texture() const {
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return under;
}
void TextureProgress::set_over_texture(const Ref<Texture> &p_texture) {
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over = p_texture;
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update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_over_texture() const {
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return over;
}
Size2 TextureProgress::get_minimum_size() const {
if (under.is_valid())
return under->get_size();
else if (over.is_valid())
return over->get_size();
else if (progress.is_valid())
return progress->get_size();
return Size2(1, 1);
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}
void TextureProgress::set_progress_texture(const Ref<Texture> &p_texture) {
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progress = p_texture;
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update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_progress_texture() const {
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return progress;
}
Point2 TextureProgress::unit_val_to_uv(float val) {
if (progress.is_null())
return Point2();
if (val < 0)
val += 1;
if (val > 1)
val -= 1;
Point2 p = get_relative_center();
if (val < 0.125)
return Point2(p.x + (1 - p.x) * val * 8, 0);
if (val < 0.25)
return Point2(1, p.y * (val - 0.125) * 8);
if (val < 0.375)
return Point2(1, p.y + (1 - p.y) * (val - 0.25) * 8);
if (val < 0.5)
return Point2(1 - (1 - p.x) * (val - 0.375) * 8, 1);
if (val < 0.625)
return Point2(p.x * (1 - (val - 0.5) * 8), 1);
if (val < 0.75)
return Point2(0, 1 - ((1 - p.y) * (val - 0.625) * 8));
if (val < 0.875)
return Point2(0, p.y - p.y * (val - 0.75) * 8);
else
return Point2(p.x * (val - 0.875) * 8, 0);
}
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Point2 TextureProgress::get_relative_center() {
if (progress.is_null())
return Point2();
Point2 p = progress->get_size() / 2;
p += rad_center_off;
p.x /= progress->get_width();
p.y /= progress->get_height();
p.x = CLAMP(p.x, 0, 1);
p.y = CLAMP(p.y, 0, 1);
return p;
}
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void TextureProgress::_notification(int p_what) {
const float corners[12] = { -0.125, -0.375, -0.625, -0.875, 0.125, 0.375, 0.625, 0.875, 1.125, 1.375, 1.625, 1.875 };
switch (p_what) {
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case NOTIFICATION_DRAW: {
if (under.is_valid())
draw_texture(under, Point2());
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if (progress.is_valid()) {
Size2 s = progress->get_size();
switch (mode) {
case FILL_LEFT_TO_RIGHT: {
Rect2 region = Rect2(Point2(), Size2(s.x * get_unit_value(), s.y));
draw_texture_rect_region(progress, region, region);
} break;
case FILL_RIGHT_TO_LEFT: {
Rect2 region = Rect2(Point2(s.x - s.x * get_unit_value(), 0), Size2(s.x * get_unit_value(), s.y));
draw_texture_rect_region(progress, region, region);
} break;
case FILL_TOP_TO_BOTTOM: {
Rect2 region = Rect2(Point2(), Size2(s.x, s.y * get_unit_value()));
draw_texture_rect_region(progress, region, region);
} break;
case FILL_BOTTOM_TO_TOP: {
Rect2 region = Rect2(Point2(0, s.y - s.y * get_unit_value()), Size2(s.x, s.y * get_unit_value()));
draw_texture_rect_region(progress, region, region);
} break;
case FILL_CLOCKWISE:
case FILL_COUNTER_CLOCKWISE: {
float val = get_unit_value() * rad_max_degrees / 360;
if (val == 1) {
Rect2 region = Rect2(Point2(), s);
draw_texture_rect_region(progress, region, region);
} else if (val != 0) {
Array pts;
float direction = mode == FILL_CLOCKWISE ? 1 : -1;
float start = rad_init_angle / 360;
float end = start + direction * val;
pts.append(start);
pts.append(end);
float from = MIN(start, end);
float to = MAX(start, end);
for (int i = 0; i < 12; i++)
if (corners[i] > from && corners[i] < to)
pts.append(corners[i]);
pts.sort();
Vector<Point2> uvs;
Vector<Point2> points;
uvs.push_back(get_relative_center());
points.push_back(Point2(s.x * get_relative_center().x, s.y * get_relative_center().y));
for (int i = 0; i < pts.size(); i++) {
Point2 uv = unit_val_to_uv(pts[i]);
if (uvs.find(uv) >= 0)
continue;
uvs.push_back(uv);
points.push_back(Point2(uv.x * s.x, uv.y * s.y));
}
draw_polygon(points, Vector<Color>(), uvs, progress);
}
if (get_tree()->is_editor_hint()) {
Point2 p = progress->get_size();
p.x *= get_relative_center().x;
p.y *= get_relative_center().y;
p = p.floor();
draw_line(p - Point2(8, 0), p + Point2(8, 0), Color(0.9, 0.5, 0.5), 2);
draw_line(p - Point2(0, 8), p + Point2(0, 8), Color(0.9, 0.5, 0.5), 2);
}
} break;
default:
draw_texture_rect_region(progress, Rect2(Point2(), Size2(s.x * get_unit_value(), s.y)), Rect2(Point2(), Size2(s.x * get_unit_value(), s.y)));
}
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}
if (over.is_valid())
draw_texture(over, Point2());
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} break;
}
}
void TextureProgress::set_fill_mode(int p_fill) {
ERR_FAIL_INDEX(p_fill, 6);
mode = (FillMode)p_fill;
update();
}
int TextureProgress::get_fill_mode() {
return mode;
}
void TextureProgress::set_radial_initial_angle(float p_angle) {
while (p_angle > 360)
p_angle -= 360;
while (p_angle < 0)
p_angle += 360;
rad_init_angle = p_angle;
update();
}
float TextureProgress::get_radial_initial_angle() {
return rad_init_angle;
}
void TextureProgress::set_fill_degrees(float p_angle) {
rad_max_degrees = CLAMP(p_angle, 0, 360);
update();
}
float TextureProgress::get_fill_degrees() {
return rad_max_degrees;
}
void TextureProgress::set_radial_center_offset(const Point2 &p_off) {
rad_center_off = p_off;
update();
}
Point2 TextureProgress::get_radial_center_offset() {
return rad_center_off;
}
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void TextureProgress::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_under_texture", "tex"), &TextureProgress::set_under_texture);
ObjectTypeDB::bind_method(_MD("get_under_texture"), &TextureProgress::get_under_texture);
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ObjectTypeDB::bind_method(_MD("set_progress_texture", "tex"), &TextureProgress::set_progress_texture);
ObjectTypeDB::bind_method(_MD("get_progress_texture"), &TextureProgress::get_progress_texture);
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ObjectTypeDB::bind_method(_MD("set_over_texture", "tex"), &TextureProgress::set_over_texture);
ObjectTypeDB::bind_method(_MD("get_over_texture"), &TextureProgress::get_over_texture);
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ObjectTypeDB::bind_method(_MD("set_fill_mode", "mode"), &TextureProgress::set_fill_mode);
ObjectTypeDB::bind_method(_MD("get_fill_mode"), &TextureProgress::get_fill_mode);
ObjectTypeDB::bind_method(_MD("set_radial_initial_angle", "mode"), &TextureProgress::set_radial_initial_angle);
ObjectTypeDB::bind_method(_MD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
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ObjectTypeDB::bind_method(_MD("set_radial_center_offset", "mode"), &TextureProgress::set_radial_center_offset);
ObjectTypeDB::bind_method(_MD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);
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ObjectTypeDB::bind_method(_MD("set_fill_degrees", "mode"), &TextureProgress::set_fill_degrees);
ObjectTypeDB::bind_method(_MD("get_fill_degrees"), &TextureProgress::get_fill_degrees);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture/under", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_under_texture"), _SCS("get_under_texture"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture/over", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_over_texture"), _SCS("get_over_texture"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture/progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_progress_texture"), _SCS("get_progress_texture"));
ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise"), _SCS("set_fill_mode"), _SCS("get_fill_mode"));
ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "radial_fill/initial_angle", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), _SCS("set_radial_initial_angle"), _SCS("get_radial_initial_angle"));
ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "radial_fill/fill_degrees", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), _SCS("set_fill_degrees"), _SCS("get_fill_degrees"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "radial_fill/center_offset"), _SCS("set_radial_center_offset"), _SCS("get_radial_center_offset"));
BIND_CONSTANT(FILL_LEFT_TO_RIGHT);
BIND_CONSTANT(FILL_RIGHT_TO_LEFT);
BIND_CONSTANT(FILL_TOP_TO_BOTTOM);
BIND_CONSTANT(FILL_BOTTOM_TO_TOP);
BIND_CONSTANT(FILL_CLOCKWISE);
BIND_CONSTANT(FILL_COUNTER_CLOCKWISE);
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}
TextureProgress::TextureProgress() {
mode = FILL_LEFT_TO_RIGHT;
rad_init_angle = 0;
rad_center_off = Point2();
rad_max_degrees = 360;
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}