Add offset for TextureProgress progress texture

(cherry picked from commit e78ee616f7)
This commit is contained in:
kobewi 2021-03-09 22:24:02 +01:00 committed by Rémi Verschelde
parent e7dac5da41
commit 44a56c9742
No known key found for this signature in database
GPG Key ID: C3336907360768E1
3 changed files with 47 additions and 17 deletions

View File

@ -60,6 +60,9 @@
[Texture] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
</member>
<member name="texture_progress_offset" type="Vector2" setter="set_texture_progress_offset" getter="get_texture_progress_offset" default="Vector2( 0, 0 )">
The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture.
</member>
<member name="texture_under" type="Texture" setter="set_under_texture" getter="get_under_texture">
[Texture] that draws under the progress bar. The bar's background.
</member>

View File

@ -100,6 +100,15 @@ Ref<Texture> TextureProgress::get_progress_texture() const {
return progress;
}
void TextureProgress::set_progress_offset(Point2 p_offset) {
progress_offset = p_offset;
update();
}
Point2 TextureProgress::get_progress_offset() const {
return progress_offset;
}
void TextureProgress::set_tint_under(const Color &p_tint) {
tint_under = p_tint;
update();
@ -360,6 +369,9 @@ void TextureProgress::draw_nine_patch_stretched(const Ref<Texture> &p_texture, F
}
}
if (p_texture == progress) {
dst_rect.position += progress_offset;
}
p_texture->get_rect_region(dst_rect, src_rect, dst_rect, src_rect);
RID ci = get_canvas_item();
@ -403,20 +415,24 @@ void TextureProgress::_notification(int p_what) {
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);
Rect2 region = Rect2(progress_offset, Size2(s.x * get_as_ratio(), s.y));
Rect2 source = Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y));
draw_texture_rect_region(progress, region, source, 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);
Rect2 region = Rect2(progress_offset + Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
Rect2 source = Rect2(Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
draw_texture_rect_region(progress, region, source, 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);
Rect2 region = Rect2(progress_offset + Point2(), Size2(s.x, s.y * get_as_ratio()));
Rect2 source = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
draw_texture_rect_region(progress, region, source, 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);
Rect2 region = Rect2(progress_offset + Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
Rect2 source = Rect2(Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
draw_texture_rect_region(progress, region, source, tint_progress);
} break;
case FILL_CLOCKWISE:
case FILL_COUNTER_CLOCKWISE:
@ -427,8 +443,9 @@ void TextureProgress::_notification(int p_what) {
float val = get_as_ratio() * rad_max_degrees / 360;
if (val == 1) {
Rect2 region = Rect2(Point2(), s);
draw_texture_rect(progress, region, false, tint_progress);
Rect2 region = Rect2(progress_offset, s);
Rect2 source = Rect2(Point2(), s);
draw_texture_rect_region(progress, region, source, tint_progress);
} else if (val != 0) {
Array pts;
float direction = mode == FILL_COUNTER_CLOCKWISE ? -1 : 1;
@ -454,14 +471,14 @@ void TextureProgress::_notification(int p_what) {
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));
points.push_back(progress_offset + 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));
points.push_back(progress_offset + Point2(uv.x * s.x, uv.y * s.y));
}
Vector<Color> colors;
colors.push_back(tint_progress);
@ -484,17 +501,19 @@ void TextureProgress::_notification(int p_what) {
}
} 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);
Rect2 region = Rect2(progress_offset + Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
Rect2 source = 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, source, 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);
Rect2 region = Rect2(progress_offset + Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
Rect2 source = 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, source, tint_progress);
} break;
case FILL_MODE_MAX:
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);
draw_texture_rect_region(progress, Rect2(progress_offset, Size2(s.x * get_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), tint_progress);
}
}
if (over.is_valid()) {
@ -586,6 +605,9 @@ void TextureProgress::_bind_methods() {
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);
ClassDB::bind_method(D_METHOD("set_texture_progress_offset", "offset"), &TextureProgress::set_progress_offset);
ClassDB::bind_method(D_METHOD("get_texture_progress_offset"), &TextureProgress::get_progress_offset);
ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgress::set_radial_initial_angle);
ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
@ -605,6 +627,7 @@ void TextureProgress::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_under_texture", "get_under_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_over_texture", "get_over_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_progress_texture", "get_progress_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_progress_offset"), "set_texture_progress_offset", "get_texture_progress_offset");
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");

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@ -61,6 +61,9 @@ public:
void set_fill_mode(int p_fill);
int get_fill_mode();
void set_progress_offset(Point2 p_offset);
Point2 get_progress_offset() const;
void set_radial_initial_angle(float p_angle);
float get_radial_initial_angle();
@ -100,6 +103,7 @@ public:
private:
FillMode mode;
Point2 progress_offset;
float rad_init_angle;
float rad_max_degrees;
Point2 rad_center_off;