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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_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " 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 : : REAL , " 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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}