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/*************************************************************************/
/* texture_progress.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
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# include "texture_progress.h"
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# include "core/engine.h"
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void TextureProgress : : set_under_texture ( const Ref < Texture2D > & p_texture ) {
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under = p_texture ;
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update ( ) ;
minimum_size_changed ( ) ;
}
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Ref < Texture2D > TextureProgress : : get_under_texture ( ) const {
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return under ;
}
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void TextureProgress : : set_over_texture ( const Ref < Texture2D > & p_texture ) {
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over = p_texture ;
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update ( ) ;
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if ( under . is_null ( ) ) {
minimum_size_changed ( ) ;
}
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}
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Ref < Texture2D > TextureProgress : : get_over_texture ( ) const {
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return over ;
}
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void TextureProgress : : set_stretch_margin ( Margin p_margin , int p_size ) {
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ERR_FAIL_INDEX ( ( int ) p_margin , 4 ) ;
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stretch_margin [ p_margin ] = p_size ;
update ( ) ;
minimum_size_changed ( ) ;
}
int TextureProgress : : get_stretch_margin ( Margin p_margin ) const {
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ERR_FAIL_INDEX_V ( ( int ) p_margin , 4 , 0 ) ;
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return stretch_margin [ p_margin ] ;
}
void TextureProgress : : set_nine_patch_stretch ( bool p_stretch ) {
nine_patch_stretch = p_stretch ;
update ( ) ;
minimum_size_changed ( ) ;
}
bool TextureProgress : : get_nine_patch_stretch ( ) const {
return nine_patch_stretch ;
}
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Size2 TextureProgress : : get_minimum_size ( ) const {
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if ( nine_patch_stretch )
return Size2 ( stretch_margin [ MARGIN_LEFT ] + stretch_margin [ MARGIN_RIGHT ] , stretch_margin [ MARGIN_TOP ] + stretch_margin [ MARGIN_BOTTOM ] ) ;
else if ( under . is_valid ( ) )
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return under - > get_size ( ) ;
else if ( over . is_valid ( ) )
return over - > get_size ( ) ;
else if ( progress . is_valid ( ) )
return progress - > get_size ( ) ;
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return Size2 ( 1 , 1 ) ;
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}
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void TextureProgress : : set_progress_texture ( const Ref < Texture2D > & p_texture ) {
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progress = p_texture ;
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update ( ) ;
minimum_size_changed ( ) ;
}
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Ref < Texture2D > TextureProgress : : get_progress_texture ( ) const {
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return progress ;
}
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void TextureProgress : : set_tint_under ( const Color & p_tint ) {
tint_under = p_tint ;
update ( ) ;
}
Color TextureProgress : : get_tint_under ( ) const {
return tint_under ;
}
void TextureProgress : : set_tint_progress ( const Color & p_tint ) {
tint_progress = p_tint ;
update ( ) ;
}
Color TextureProgress : : get_tint_progress ( ) const {
return tint_progress ;
}
void TextureProgress : : set_tint_over ( const Color & p_tint ) {
tint_over = p_tint ;
update ( ) ;
}
Color TextureProgress : : get_tint_over ( ) const {
return tint_over ;
}
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Point2 TextureProgress : : unit_val_to_uv ( float val ) {
if ( progress . is_null ( ) )
return Point2 ( ) ;
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if ( val < 0 )
val + = 1 ;
if ( val > 1 )
val - = 1 ;
Point2 p = get_relative_center ( ) ;
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// Minimal version of Liang-Barsky clipping algorithm
float angle = ( val * Math_TAU ) - Math_PI * 0.5 ;
Point2 dir = Vector2 ( Math : : cos ( angle ) , Math : : sin ( angle ) ) ;
float t1 = 1.0 ;
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float cp = 0 ;
float cq = 0 ;
float cr = 0 ;
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float edgeLeft = 0.0 ;
float edgeRight = 1.0 ;
float edgeBottom = 0.0 ;
float edgeTop = 1.0 ;
for ( int edge = 0 ; edge < 4 ; edge + + ) {
if ( edge = = 0 ) {
if ( dir . x > 0 )
continue ;
cq = - ( edgeLeft - p . x ) ;
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dir . x * = 2.0 * cq ;
cp = - dir . x ;
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} else if ( edge = = 1 ) {
if ( dir . x < 0 )
continue ;
cq = ( edgeRight - p . x ) ;
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dir . x * = 2.0 * cq ;
cp = dir . x ;
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} else if ( edge = = 2 ) {
if ( dir . y > 0 )
continue ;
cq = - ( edgeBottom - p . y ) ;
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dir . y * = 2.0 * cq ;
cp = - dir . y ;
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} else if ( edge = = 3 ) {
if ( dir . y < 0 )
continue ;
cq = ( edgeTop - p . y ) ;
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dir . y * = 2.0 * cq ;
cp = dir . y ;
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}
cr = cq / cp ;
if ( cr > = 0 & & cr < t1 )
t1 = cr ;
}
return ( p + t1 * dir ) ;
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}
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Point2 TextureProgress : : get_relative_center ( ) {
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if ( progress . is_null ( ) )
return Point2 ( ) ;
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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 ) ;
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return p ;
}
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void TextureProgress : : draw_nine_patch_stretched ( const Ref < Texture2D > & p_texture , FillMode p_mode , double p_ratio , const Color & p_modulate ) {
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Vector2 texture_size = p_texture - > get_size ( ) ;
Vector2 topleft = Vector2 ( stretch_margin [ MARGIN_LEFT ] , stretch_margin [ MARGIN_TOP ] ) ;
Vector2 bottomright = Vector2 ( stretch_margin [ MARGIN_RIGHT ] , stretch_margin [ MARGIN_BOTTOM ] ) ;
Rect2 src_rect = Rect2 ( Point2 ( ) , texture_size ) ;
Rect2 dst_rect = Rect2 ( Point2 ( ) , get_size ( ) ) ;
if ( p_ratio < 1.0 ) {
// Drawing a partially-filled 9-patch is a little tricky -
// texture is divided by 3 sections toward fill direction,
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// then middle section is stretching while the other two aren't.
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double width_total = 0.0 ;
double width_texture = 0.0 ;
double first_section_size = 0.0 ;
double last_section_size = 0.0 ;
switch ( mode ) {
case FILL_LEFT_TO_RIGHT :
case FILL_RIGHT_TO_LEFT : {
width_total = dst_rect . size . x ;
width_texture = texture_size . x ;
first_section_size = topleft . x ;
last_section_size = bottomright . x ;
} break ;
case FILL_TOP_TO_BOTTOM :
case FILL_BOTTOM_TO_TOP : {
width_total = dst_rect . size . y ;
width_texture = texture_size . y ;
first_section_size = topleft . y ;
last_section_size = bottomright . y ;
} break ;
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case FILL_BILINEAR_LEFT_AND_RIGHT : {
// TODO: Implement
} break ;
case FILL_BILINEAR_TOP_AND_BOTTOM : {
// TODO: Implement
} break ;
case FILL_CLOCKWISE :
case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE :
case FILL_COUNTER_CLOCKWISE : {
// Those modes are circular, not relevant for nine patch
} break ;
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}
double width_filled = width_total * p_ratio ;
double middle_section_size = MAX ( 0.0 , width_texture - first_section_size - last_section_size ) ;
middle_section_size * = MIN ( 1.0 , ( MAX ( 0.0 , width_filled - first_section_size ) / MAX ( 1.0 , width_total - first_section_size - last_section_size ) ) ) ;
last_section_size = MAX ( 0.0 , last_section_size - ( width_total - width_filled ) ) ;
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first_section_size = MIN ( first_section_size , width_filled ) ;
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width_texture = MIN ( width_texture , first_section_size + middle_section_size + last_section_size ) ;
switch ( mode ) {
case FILL_LEFT_TO_RIGHT : {
src_rect . size . x = width_texture ;
dst_rect . size . x = width_filled ;
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topleft . x = first_section_size ;
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bottomright . x = last_section_size ;
} break ;
case FILL_RIGHT_TO_LEFT : {
src_rect . position . x + = src_rect . size . x - width_texture ;
src_rect . size . x = width_texture ;
dst_rect . position . x + = width_total - width_filled ;
dst_rect . size . x = width_filled ;
topleft . x = last_section_size ;
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bottomright . x = first_section_size ;
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} break ;
case FILL_TOP_TO_BOTTOM : {
src_rect . size . y = width_texture ;
dst_rect . size . y = width_filled ;
bottomright . y = last_section_size ;
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topleft . y = first_section_size ;
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} break ;
case FILL_BOTTOM_TO_TOP : {
src_rect . position . y + = src_rect . size . y - width_texture ;
src_rect . size . y = width_texture ;
dst_rect . position . y + = width_total - width_filled ;
dst_rect . size . y = width_filled ;
topleft . y = last_section_size ;
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bottomright . y = first_section_size ;
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} break ;
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case FILL_BILINEAR_LEFT_AND_RIGHT : {
// TODO: Implement
} break ;
case FILL_BILINEAR_TOP_AND_BOTTOM : {
// TODO: Implement
} break ;
case FILL_CLOCKWISE :
case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE :
case FILL_COUNTER_CLOCKWISE : {
// Those modes are circular, not relevant for nine patch
} break ;
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}
}
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p_texture - > get_rect_region ( dst_rect , src_rect , dst_rect , src_rect ) ;
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RID ci = get_canvas_item ( ) ;
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VS : : get_singleton ( ) - > canvas_item_add_nine_patch ( ci , dst_rect , src_rect , p_texture - > get_rid ( ) , topleft , bottomright , VS : : NINE_PATCH_STRETCH , VS : : NINE_PATCH_STRETCH , true , p_modulate ) ;
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}
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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 : {
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if ( nine_patch_stretch & & ( mode = = FILL_LEFT_TO_RIGHT | | mode = = FILL_RIGHT_TO_LEFT | | mode = = FILL_TOP_TO_BOTTOM | | mode = = FILL_BOTTOM_TO_TOP ) ) {
if ( under . is_valid ( ) ) {
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draw_nine_patch_stretched ( under , FILL_LEFT_TO_RIGHT , 1.0 , tint_under ) ;
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}
if ( progress . is_valid ( ) ) {
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draw_nine_patch_stretched ( progress , mode , get_as_ratio ( ) , tint_progress ) ;
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}
if ( over . is_valid ( ) ) {
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draw_nine_patch_stretched ( over , FILL_LEFT_TO_RIGHT , 1.0 , tint_over ) ;
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}
} else {
if ( under . is_valid ( ) )
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draw_texture ( under , Point2 ( ) , tint_under ) ;
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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_as_ratio ( ) , s . y ) ) ;
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draw_texture_rect_region ( progress , region , region , tint_progress ) ;
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} break ;
case FILL_RIGHT_TO_LEFT : {
Rect2 region = Rect2 ( Point2 ( s . x - s . x * get_as_ratio ( ) , 0 ) , Size2 ( s . x * get_as_ratio ( ) , s . y ) ) ;
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draw_texture_rect_region ( progress , region , region , tint_progress ) ;
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} break ;
case FILL_TOP_TO_BOTTOM : {
Rect2 region = Rect2 ( Point2 ( ) , Size2 ( s . x , s . y * get_as_ratio ( ) ) ) ;
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draw_texture_rect_region ( progress , region , region , tint_progress ) ;
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} break ;
case FILL_BOTTOM_TO_TOP : {
Rect2 region = Rect2 ( Point2 ( 0 , s . y - s . y * get_as_ratio ( ) ) , Size2 ( s . x , s . y * get_as_ratio ( ) ) ) ;
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draw_texture_rect_region ( progress , region , region , tint_progress ) ;
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} break ;
case FILL_CLOCKWISE :
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case FILL_COUNTER_CLOCKWISE :
case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE : {
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if ( nine_patch_stretch )
s = get_size ( ) ;
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float val = get_as_ratio ( ) * rad_max_degrees / 360 ;
if ( val = = 1 ) {
Rect2 region = Rect2 ( Point2 ( ) , s ) ;
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draw_texture_rect_region ( progress , region , region , tint_progress ) ;
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} else if ( val ! = 0 ) {
Array pts ;
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float direction = mode = = FILL_COUNTER_CLOCKWISE ? - 1 : 1 ;
float start ;
if ( mode = = FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE ) {
start = rad_init_angle / 360 - val / 2 ;
} else {
start = rad_init_angle / 360 ;
}
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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 ) ) ;
}
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Vector < Color > colors ;
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colors . push_back ( tint_progress ) ;
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draw_polygon ( points , colors , uvs , progress ) ;
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}
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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Point2 p ;
if ( nine_patch_stretch )
p = get_size ( ) ;
else
p = progress - > get_size ( ) ;
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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 ) ;
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}
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} break ;
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case FILL_BILINEAR_LEFT_AND_RIGHT : {
Rect2 region = Rect2 ( Point2 ( s . x / 2 - s . x * get_as_ratio ( ) / 2 , 0 ) , Size2 ( s . x * get_as_ratio ( ) , s . y ) ) ;
draw_texture_rect_region ( progress , region , region , tint_progress ) ;
} break ;
case FILL_BILINEAR_TOP_AND_BOTTOM : {
Rect2 region = Rect2 ( Point2 ( 0 , s . y / 2 - s . y * get_as_ratio ( ) / 2 ) , Size2 ( s . x , s . y * get_as_ratio ( ) ) ) ;
draw_texture_rect_region ( progress , region , region , tint_progress ) ;
} break ;
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default :
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draw_texture_rect_region ( progress , Rect2 ( Point2 ( ) , Size2 ( s . x * get_as_ratio ( ) , s . y ) ) , Rect2 ( Point2 ( ) , Size2 ( s . x * get_as_ratio ( ) , s . y ) ) , tint_progress ) ;
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}
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}
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if ( over . is_valid ( ) )
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draw_texture ( over , Point2 ( ) , tint_over ) ;
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}
} break ;
}
}
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void TextureProgress : : set_fill_mode ( int p_fill ) {
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ERR_FAIL_INDEX ( p_fill , 9 ) ;
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mode = ( FillMode ) p_fill ;
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update ( ) ;
}
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int TextureProgress : : get_fill_mode ( ) {
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return mode ;
}
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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 ;
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update ( ) ;
}
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float TextureProgress : : get_radial_initial_angle ( ) {
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return rad_init_angle ;
}
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void TextureProgress : : set_fill_degrees ( float p_angle ) {
rad_max_degrees = CLAMP ( p_angle , 0 , 360 ) ;
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update ( ) ;
}
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float TextureProgress : : get_fill_degrees ( ) {
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return rad_max_degrees ;
}
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void TextureProgress : : set_radial_center_offset ( const Point2 & p_off ) {
rad_center_off = p_off ;
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update ( ) ;
}
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Point2 TextureProgress : : get_radial_center_offset ( ) {
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return rad_center_off ;
}
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void TextureProgress : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_under_texture " , " tex " ) , & TextureProgress : : set_under_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_under_texture " ) , & TextureProgress : : get_under_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_progress_texture " , " tex " ) , & TextureProgress : : set_progress_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_progress_texture " ) , & TextureProgress : : get_progress_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_over_texture " , " tex " ) , & TextureProgress : : set_over_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_over_texture " ) , & TextureProgress : : get_over_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_fill_mode " , " mode " ) , & TextureProgress : : set_fill_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_fill_mode " ) , & TextureProgress : : get_fill_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_tint_under " , " tint " ) , & TextureProgress : : set_tint_under ) ;
ClassDB : : bind_method ( D_METHOD ( " get_tint_under " ) , & TextureProgress : : get_tint_under ) ;
ClassDB : : bind_method ( D_METHOD ( " set_tint_progress " , " tint " ) , & TextureProgress : : set_tint_progress ) ;
ClassDB : : bind_method ( D_METHOD ( " get_tint_progress " ) , & TextureProgress : : get_tint_progress ) ;
ClassDB : : bind_method ( D_METHOD ( " set_tint_over " , " tint " ) , & TextureProgress : : set_tint_over ) ;
ClassDB : : bind_method ( D_METHOD ( " get_tint_over " ) , & TextureProgress : : get_tint_over ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_radial_initial_angle " , " mode " ) , & TextureProgress : : set_radial_initial_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_radial_initial_angle " ) , & TextureProgress : : get_radial_initial_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_radial_center_offset " , " mode " ) , & TextureProgress : : set_radial_center_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_radial_center_offset " ) , & TextureProgress : : get_radial_center_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_fill_degrees " , " mode " ) , & TextureProgress : : set_fill_degrees ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_fill_degrees " ) , & TextureProgress : : get_fill_degrees ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_stretch_margin " , " margin " , " value " ) , & TextureProgress : : set_stretch_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_stretch_margin " , " margin " ) , & TextureProgress : : get_stretch_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " set_nine_patch_stretch " , " stretch " ) , & TextureProgress : : set_nine_patch_stretch ) ;
ClassDB : : bind_method ( D_METHOD ( " get_nine_patch_stretch " ) , & TextureProgress : : get_nine_patch_stretch ) ;
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ADD_GROUP ( " Textures " , " texture_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture_under " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_under_texture " , " get_under_texture " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture_over " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_over_texture " , " get_over_texture " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture_progress " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_progress_texture " , " get_progress_texture " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " fill_mode " , PROPERTY_HINT_ENUM , " Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise,Bilinear (Left and Right),Bilinear (Top and Bottom), Clockwise and Counter Clockwise " ) , " set_fill_mode " , " get_fill_mode " ) ;
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ADD_GROUP ( " Tint " , " tint_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " tint_under " ) , " set_tint_under " , " get_tint_under " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " tint_over " ) , " set_tint_over " , " get_tint_over " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " tint_progress " ) , " set_tint_progress " , " get_tint_progress " ) ;
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ADD_GROUP ( " Radial Fill " , " radial_ " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " radial_initial_angle " , PROPERTY_HINT_RANGE , " 0.0,360.0,0.1,slider " ) , " set_radial_initial_angle " , " get_radial_initial_angle " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " radial_fill_degrees " , PROPERTY_HINT_RANGE , " 0.0,360.0,0.1,slider " ) , " set_fill_degrees " , " get_fill_degrees " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " radial_center_offset " ) , " set_radial_center_offset " , " get_radial_center_offset " ) ;
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ADD_GROUP ( " Stretch " , " stretch_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " nine_patch_stretch " ) , " set_nine_patch_stretch " , " get_nine_patch_stretch " ) ;
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ADD_PROPERTYI ( PropertyInfo ( Variant : : INT , " stretch_margin_left " , PROPERTY_HINT_RANGE , " 0,16384,1 " ) , " set_stretch_margin " , " get_stretch_margin " , MARGIN_LEFT ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : INT , " stretch_margin_top " , PROPERTY_HINT_RANGE , " 0,16384,1 " ) , " set_stretch_margin " , " get_stretch_margin " , MARGIN_TOP ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : INT , " stretch_margin_right " , PROPERTY_HINT_RANGE , " 0,16384,1 " ) , " set_stretch_margin " , " get_stretch_margin " , MARGIN_RIGHT ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : INT , " stretch_margin_bottom " , PROPERTY_HINT_RANGE , " 0,16384,1 " ) , " set_stretch_margin " , " get_stretch_margin " , MARGIN_BOTTOM ) ;
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BIND_ENUM_CONSTANT ( FILL_LEFT_TO_RIGHT ) ;
BIND_ENUM_CONSTANT ( FILL_RIGHT_TO_LEFT ) ;
BIND_ENUM_CONSTANT ( FILL_TOP_TO_BOTTOM ) ;
BIND_ENUM_CONSTANT ( FILL_BOTTOM_TO_TOP ) ;
BIND_ENUM_CONSTANT ( FILL_CLOCKWISE ) ;
BIND_ENUM_CONSTANT ( FILL_COUNTER_CLOCKWISE ) ;
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BIND_ENUM_CONSTANT ( FILL_BILINEAR_LEFT_AND_RIGHT ) ;
BIND_ENUM_CONSTANT ( FILL_BILINEAR_TOP_AND_BOTTOM ) ;
BIND_ENUM_CONSTANT ( FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE ) ;
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}
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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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set_mouse_filter ( MOUSE_FILTER_PASS ) ;
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nine_patch_stretch = false ;
stretch_margin [ MARGIN_LEFT ] = 0 ;
stretch_margin [ MARGIN_RIGHT ] = 0 ;
stretch_margin [ MARGIN_BOTTOM ] = 0 ;
stretch_margin [ MARGIN_TOP ] = 0 ;
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tint_under = tint_progress = tint_over = Color ( 1 , 1 , 1 ) ;
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}