/*************************************************************************/ /* texture_progress.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* 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& p_texture) { under=p_texture; update(); minimum_size_changed(); } Ref TextureProgress::get_under_texture() const{ return under; } void TextureProgress::set_over_texture(const Ref& p_texture) { over=p_texture; update(); minimum_size_changed(); } Ref TextureProgress::get_over_texture() const{ 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); } void TextureProgress::set_progress_texture(const Ref& p_texture) { progress=p_texture; update(); minimum_size_changed(); } Ref TextureProgress::get_progress_texture() const{ 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); } 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; } 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) { case NOTIFICATION_DRAW: { if (under.is_valid()) draw_texture(under,Point2()); 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: { if (get_unit_value()==1) { Rect2 region=Rect2(Point2(),s); draw_texture_rect_region(progress,region,region); } else if (get_unit_value()!=0) { Array pts; float direction=mode==FILL_CLOCKWISE?1:-1; float start=rad_init_angle/360; float end=start+direction*get_unit_value(); 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] uvs; Vector 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=0) continue; uvs.push_back(uv); points.push_back(Point2(uv.x*s.x,uv.y*s.y)); } draw_polygon(points,Vector(),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))); } } if (over.is_valid()) draw_texture(over,Point2()); } 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_radial_center_offset(const Point2 &p_off) { rad_center_off=p_off; update(); } Point2 TextureProgress::get_radial_center_offset() { return rad_center_off; } 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); ObjectTypeDB::bind_method(_MD("set_progress_texture","tex"),&TextureProgress::set_progress_texture); ObjectTypeDB::bind_method(_MD("get_progress_texture"),&TextureProgress::get_progress_texture); ObjectTypeDB::bind_method(_MD("set_over_texture","tex"),&TextureProgress::set_over_texture); ObjectTypeDB::bind_method(_MD("get_over_texture"),&TextureProgress::get_over_texture); 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); 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); 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,"fill/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_PROPERTY( PropertyInfo(Variant::REAL,"fill/initial_angle",PROPERTY_HINT_RANGE,"0.0,360.0,0.1,slider"),_SCS("set_radial_initial_angle"),_SCS("get_radial_initial_angle")); ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"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 ); } TextureProgress::TextureProgress() { mode=FILL_LEFT_TO_RIGHT; rad_center_off=Point2(); }