/*************************************************************************/ /* texture_progress.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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. */ /*************************************************************************/ #ifndef TEXTURE_PROGRESS_H #define TEXTURE_PROGRESS_H #include "scene/gui/range.h" class TextureProgress : public Range { OBJ_TYPE(TextureProgress, Range); Ref under; Ref progress; Ref over; protected: static void _bind_methods(); void _notification(int p_what); public: enum FillMode { FILL_LEFT_TO_RIGHT = 0, FILL_RIGHT_TO_LEFT, FILL_TOP_TO_BOTTOM, FILL_BOTTOM_TO_TOP, FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE }; void set_fill_mode(int p_fill); int get_fill_mode(); void set_radial_initial_angle(float p_angle); float get_radial_initial_angle(); void set_fill_degrees(float p_angle); float get_fill_degrees(); void set_radial_center_offset(const Point2 &p_off); Point2 get_radial_center_offset(); void set_under_texture(const Ref &p_texture); Ref get_under_texture() const; void set_progress_texture(const Ref &p_texture); Ref get_progress_texture() const; void set_over_texture(const Ref &p_texture); Ref get_over_texture() const; Size2 get_minimum_size() const; TextureProgress(); private: FillMode mode; float rad_init_angle; float rad_max_degrees; Point2 rad_center_off; Point2 unit_val_to_uv(float val); Point2 get_relative_center(); }; #endif // TEXTURE_PROGRESS_H