godot/scene/gui/texture_progress_bar.cpp

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/*************************************************************************/
/* texture_progress_bar.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_bar.h"
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#include "core/config/engine.h"
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void TextureProgressBar::set_under_texture(const Ref<Texture2D> &p_texture) {
under = p_texture;
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update();
minimum_size_changed();
}
Ref<Texture2D> TextureProgressBar::get_under_texture() const {
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return under;
}
void TextureProgressBar::set_over_texture(const Ref<Texture2D> &p_texture) {
over = p_texture;
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update();
if (under.is_null()) {
minimum_size_changed();
}
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}
Ref<Texture2D> TextureProgressBar::get_over_texture() const {
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return over;
}
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void TextureProgressBar::set_stretch_margin(Side p_side, int p_size) {
ERR_FAIL_INDEX((int)p_side, 4);
stretch_margin[p_side] = p_size;
update();
minimum_size_changed();
}
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int TextureProgressBar::get_stretch_margin(Side p_side) const {
ERR_FAIL_INDEX_V((int)p_side, 4, 0);
return stretch_margin[p_side];
}
void TextureProgressBar::set_nine_patch_stretch(bool p_stretch) {
nine_patch_stretch = p_stretch;
update();
minimum_size_changed();
}
bool TextureProgressBar::get_nine_patch_stretch() const {
return nine_patch_stretch;
}
Size2 TextureProgressBar::get_minimum_size() const {
if (nine_patch_stretch) {
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return Size2(stretch_margin[SIDE_LEFT] + stretch_margin[SIDE_RIGHT], stretch_margin[SIDE_TOP] + stretch_margin[SIDE_BOTTOM]);
} else if (under.is_valid()) {
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return under->get_size();
} else if (over.is_valid()) {
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return over->get_size();
} else if (progress.is_valid()) {
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return progress->get_size();
}
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return Size2(1, 1);
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}
void TextureProgressBar::set_progress_texture(const Ref<Texture2D> &p_texture) {
progress = p_texture;
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update();
minimum_size_changed();
}
Ref<Texture2D> TextureProgressBar::get_progress_texture() const {
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return progress;
}
void TextureProgressBar::set_tint_under(const Color &p_tint) {
tint_under = p_tint;
update();
}
Color TextureProgressBar::get_tint_under() const {
return tint_under;
}
void TextureProgressBar::set_tint_progress(const Color &p_tint) {
tint_progress = p_tint;
update();
}
Color TextureProgressBar::get_tint_progress() const {
return tint_progress;
}
void TextureProgressBar::set_tint_over(const Color &p_tint) {
tint_over = p_tint;
update();
}
Color TextureProgressBar::get_tint_over() const {
return tint_over;
}
Point2 TextureProgressBar::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();
// 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;
float cp = 0.0;
float cq = 0.0;
float cr = 0.0;
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);
dir.x *= 2.0 * cq;
cp = -dir.x;
} else if (edge == 1) {
if (dir.x < 0) {
continue;
}
cq = (edgeRight - p.x);
dir.x *= 2.0 * cq;
cp = dir.x;
} else if (edge == 2) {
if (dir.y > 0) {
continue;
}
cq = -(edgeBottom - p.y);
dir.y *= 2.0 * cq;
cp = -dir.y;
} else if (edge == 3) {
if (dir.y < 0) {
continue;
}
cq = (edgeTop - p.y);
dir.y *= 2.0 * cq;
cp = dir.y;
}
cr = cq / cp;
if (cr >= 0 && cr < t1) {
t1 = cr;
}
}
return (p + t1 * dir);
}
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Point2 TextureProgressBar::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 TextureProgressBar::draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate) {
Vector2 texture_size = p_texture->get_size();
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Vector2 topleft = Vector2(stretch_margin[SIDE_LEFT], stretch_margin[SIDE_TOP]);
Vector2 bottomright = Vector2(stretch_margin[SIDE_RIGHT], stretch_margin[SIDE_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,
// then middle section is stretching while the other two aren't.
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;
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;
}
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));
first_section_size = MIN(first_section_size, width_filled);
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;
topleft.x = first_section_size;
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;
bottomright.x = first_section_size;
} break;
case FILL_TOP_TO_BOTTOM: {
src_rect.size.y = width_texture;
dst_rect.size.y = width_filled;
bottomright.y = last_section_size;
topleft.y = first_section_size;
} 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;
bottomright.y = first_section_size;
} break;
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;
}
}
p_texture->get_rect_region(dst_rect, src_rect, dst_rect, src_rect);
RID ci = get_canvas_item();
RS::get_singleton()->canvas_item_add_nine_patch(ci, dst_rect, src_rect, p_texture->get_rid(), topleft, bottomright, RS::NINE_PATCH_STRETCH, RS::NINE_PATCH_STRETCH, true, p_modulate);
}
void TextureProgressBar::_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 (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()) {
draw_nine_patch_stretched(under, FILL_LEFT_TO_RIGHT, 1.0, tint_under);
}
if (progress.is_valid()) {
draw_nine_patch_stretched(progress, mode, get_as_ratio(), tint_progress);
}
if (over.is_valid()) {
draw_nine_patch_stretched(over, FILL_LEFT_TO_RIGHT, 1.0, tint_over);
}
} else {
if (under.is_valid()) {
draw_texture(under, Point2(), tint_under);
}
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));
draw_texture_rect_region(progress, region, region, tint_progress);
} 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));
draw_texture_rect_region(progress, region, region, tint_progress);
} break;
case FILL_TOP_TO_BOTTOM: {
Rect2 region = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
draw_texture_rect_region(progress, region, region, tint_progress);
} 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()));
draw_texture_rect_region(progress, region, region, tint_progress);
} break;
case FILL_CLOCKWISE:
case FILL_COUNTER_CLOCKWISE:
case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: {
if (nine_patch_stretch) {
s = get_size();
}
float val = get_as_ratio() * rad_max_degrees / 360;
if (val == 1) {
Rect2 region = Rect2(Point2(), s);
draw_texture_rect_region(progress, region, region, tint_progress);
} else if (val != 0) {
Array pts;
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;
}
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));
}
Vector<Color> colors;
colors.push_back(tint_progress);
draw_polygon(points, colors, uvs, progress);
}
if (Engine::get_singleton()->is_editor_hint()) {
Point2 p;
if (nine_patch_stretch) {
p = get_size();
} else {
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;
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;
default:
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);
}
}
if (over.is_valid()) {
draw_texture(over, Point2(), tint_over);
}
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}
} break;
}
}
void TextureProgressBar::set_fill_mode(int p_fill) {
ERR_FAIL_INDEX(p_fill, 9);
mode = (FillMode)p_fill;
update();
}
int TextureProgressBar::get_fill_mode() {
return mode;
}
void TextureProgressBar::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 TextureProgressBar::get_radial_initial_angle() {
return rad_init_angle;
}
void TextureProgressBar::set_fill_degrees(float p_angle) {
rad_max_degrees = CLAMP(p_angle, 0, 360);
update();
}
float TextureProgressBar::get_fill_degrees() {
return rad_max_degrees;
}
void TextureProgressBar::set_radial_center_offset(const Point2 &p_off) {
rad_center_off = p_off;
update();
}
Point2 TextureProgressBar::get_radial_center_offset() {
return rad_center_off;
}
void TextureProgressBar::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_under_texture", "tex"), &TextureProgressBar::set_under_texture);
ClassDB::bind_method(D_METHOD("get_under_texture"), &TextureProgressBar::get_under_texture);
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ClassDB::bind_method(D_METHOD("set_progress_texture", "tex"), &TextureProgressBar::set_progress_texture);
ClassDB::bind_method(D_METHOD("get_progress_texture"), &TextureProgressBar::get_progress_texture);
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ClassDB::bind_method(D_METHOD("set_over_texture", "tex"), &TextureProgressBar::set_over_texture);
ClassDB::bind_method(D_METHOD("get_over_texture"), &TextureProgressBar::get_over_texture);
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ClassDB::bind_method(D_METHOD("set_fill_mode", "mode"), &TextureProgressBar::set_fill_mode);
ClassDB::bind_method(D_METHOD("get_fill_mode"), &TextureProgressBar::get_fill_mode);
ClassDB::bind_method(D_METHOD("set_tint_under", "tint"), &TextureProgressBar::set_tint_under);
ClassDB::bind_method(D_METHOD("get_tint_under"), &TextureProgressBar::get_tint_under);
ClassDB::bind_method(D_METHOD("set_tint_progress", "tint"), &TextureProgressBar::set_tint_progress);
ClassDB::bind_method(D_METHOD("get_tint_progress"), &TextureProgressBar::get_tint_progress);
ClassDB::bind_method(D_METHOD("set_tint_over", "tint"), &TextureProgressBar::set_tint_over);
ClassDB::bind_method(D_METHOD("get_tint_over"), &TextureProgressBar::get_tint_over);
ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgressBar::set_radial_initial_angle);
ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgressBar::get_radial_initial_angle);
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ClassDB::bind_method(D_METHOD("set_radial_center_offset", "mode"), &TextureProgressBar::set_radial_center_offset);
ClassDB::bind_method(D_METHOD("get_radial_center_offset"), &TextureProgressBar::get_radial_center_offset);
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ClassDB::bind_method(D_METHOD("set_fill_degrees", "mode"), &TextureProgressBar::set_fill_degrees);
ClassDB::bind_method(D_METHOD("get_fill_degrees"), &TextureProgressBar::get_fill_degrees);
ClassDB::bind_method(D_METHOD("set_stretch_margin", "margin", "value"), &TextureProgressBar::set_stretch_margin);
ClassDB::bind_method(D_METHOD("get_stretch_margin", "margin"), &TextureProgressBar::get_stretch_margin);
ClassDB::bind_method(D_METHOD("set_nine_patch_stretch", "stretch"), &TextureProgressBar::set_nine_patch_stretch);
ClassDB::bind_method(D_METHOD("get_nine_patch_stretch"), &TextureProgressBar::get_nine_patch_stretch);
ADD_GROUP("Textures", "texture_");
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");
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");
ADD_GROUP("Tint", "tint_");
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");
ADD_GROUP("Radial Fill", "radial_");
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");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "radial_center_offset"), "set_radial_center_offset", "get_radial_center_offset");
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", SIDE_LEFT);
ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_top", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_TOP);
ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_right", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_RIGHT);
ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_bottom", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_BOTTOM);
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);
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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}
TextureProgressBar::TextureProgressBar() {
set_mouse_filter(MOUSE_FILTER_PASS);
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}