/*************************************************************************/ /* texture_progress.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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. */ /*************************************************************************/ #include "texture_progress.h" #include "engine.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(); if (under.is_null()) { minimum_size_changed(); } } Ref TextureProgress::get_over_texture() const { return over; } void TextureProgress::set_stretch_margin(Margin p_margin, int p_size) { ERR_FAIL_INDEX(p_margin, 4); stretch_margin[p_margin] = p_size; update(); minimum_size_changed(); } int TextureProgress::get_stretch_margin(Margin p_margin) const { ERR_FAIL_INDEX_V(p_margin, 4, 0); 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; } Size2 TextureProgress::get_minimum_size() const { 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()) 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(); // 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; float cq; float cr; 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; cp = -dir.x; cq = -(edgeLeft - p.x); } else if (edge == 1) { if (dir.x < 0) continue; cp = dir.x; cq = (edgeRight - p.x); } else if (edge == 2) { if (dir.y > 0) continue; cp = -dir.y; cq = -(edgeBottom - p.y); } else if (edge == 3) { if (dir.y < 0) continue; cp = dir.y; cq = (edgeTop - p.y); } cr = cq / cp; if (cr >= 0 && cr < t1) t1 = cr; } return (p + t1 * dir); } 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::draw_nine_patch_stretched(const Ref &p_texture, FillMode p_mode, double p_ratio) { 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, // 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; } 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)); 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; 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; } break; case FILL_TOP_TO_BOTTOM: { src_rect.size.y = width_texture; dst_rect.size.y = width_filled; bottomright.y = last_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; } break; } } RID ci = get_canvas_item(); VS::get_singleton()->canvas_item_add_nine_patch(ci, dst_rect, src_rect, p_texture->get_rid(), topleft, bottomright); } 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 (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); } if (progress.is_valid()) { draw_nine_patch_stretched(progress, mode, get_as_ratio()); } if (over.is_valid()) { draw_nine_patch_stretched(over, FILL_LEFT_TO_RIGHT, 1.0); } } else { 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_as_ratio(), s.y)); draw_texture_rect_region(progress, region, region); } 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); } 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); } 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); } break; case FILL_CLOCKWISE: case FILL_COUNTER_CLOCKWISE: { float val = get_as_ratio() * rad_max_degrees / 360; if (val == 1) { Rect2 region = Rect2(Point2(), s); draw_texture_rect_region(progress, region, region); } else if (val != 0) { Array pts; float direction = mode == FILL_CLOCKWISE ? 1 : -1; float 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 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 < 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)); } draw_polygon(points, Vector(), uvs, progress); } if (Engine::get_singleton()->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_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), 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_fill_degrees(float p_angle) { rad_max_degrees = CLAMP(p_angle, 0, 360); update(); } float TextureProgress::get_fill_degrees() { return rad_max_degrees; } 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() { 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); 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); 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); ClassDB::bind_method(D_METHOD("set_fill_mode", "mode"), &TextureProgress::set_fill_mode); ClassDB::bind_method(D_METHOD("get_fill_mode"), &TextureProgress::get_fill_mode); 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); ClassDB::bind_method(D_METHOD("set_radial_center_offset", "mode"), &TextureProgress::set_radial_center_offset); ClassDB::bind_method(D_METHOD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset); ClassDB::bind_method(D_METHOD("set_fill_degrees", "mode"), &TextureProgress::set_fill_degrees); ClassDB::bind_method(D_METHOD("get_fill_degrees"), &TextureProgress::get_fill_degrees); 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); ADD_GROUP("Textures", "texture_"); 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_PROPERTYNZ(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise"), "set_fill_mode", "get_fill_mode"); ADD_GROUP("Radial Fill", "radial_"); ADD_PROPERTYNZ(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_PROPERTYNZ(PropertyInfo(Variant::REAL, "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"); ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_left", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_LEFT); ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_top", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_TOP); ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_right", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_RIGHT); ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_bottom", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_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); } TextureProgress::TextureProgress() { mode = FILL_LEFT_TO_RIGHT; rad_init_angle = 0; rad_center_off = Point2(); rad_max_degrees = 360; set_mouse_filter(MOUSE_FILTER_PASS); nine_patch_stretch = false; stretch_margin[MARGIN_LEFT] = 0; stretch_margin[MARGIN_RIGHT] = 0; stretch_margin[MARGIN_BOTTOM] = 0; stretch_margin[MARGIN_TOP] = 0; }