5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
171 lines
6.3 KiB
C++
171 lines
6.3 KiB
C++
/*************************************************************************/
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/* texture_rect.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "texture_rect.h"
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#include "servers/visual_server.h"
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void TextureRect::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
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if (texture.is_null())
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return;
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switch (stretch_mode) {
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case STRETCH_SCALE_ON_EXPAND: {
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Size2 s = expand ? get_size() : texture->get_size();
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draw_texture_rect(texture, Rect2(Point2(), s), false);
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} break;
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case STRETCH_SCALE: {
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draw_texture_rect(texture, Rect2(Point2(), get_size()), false);
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} break;
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case STRETCH_TILE: {
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draw_texture_rect(texture, Rect2(Point2(), get_size()), true);
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} break;
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case STRETCH_KEEP: {
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draw_texture_rect(texture, Rect2(Point2(), texture->get_size()), false);
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} break;
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case STRETCH_KEEP_CENTERED: {
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Vector2 ofs = (get_size() - texture->get_size()) / 2;
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draw_texture_rect(texture, Rect2(ofs, texture->get_size()), false);
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} break;
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case STRETCH_KEEP_ASPECT_CENTERED:
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case STRETCH_KEEP_ASPECT: {
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Size2 size = get_size();
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int tex_width = texture->get_width() * size.height / texture->get_height();
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int tex_height = size.height;
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if (tex_width > size.width) {
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tex_width = size.width;
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tex_height = texture->get_height() * tex_width / texture->get_width();
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}
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int ofs_x = 0;
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int ofs_y = 0;
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if (stretch_mode == STRETCH_KEEP_ASPECT_CENTERED) {
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ofs_x += (size.width - tex_width) / 2;
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ofs_y += (size.height - tex_height) / 2;
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}
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draw_texture_rect(texture, Rect2(ofs_x, ofs_y, tex_width, tex_height));
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} break;
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case STRETCH_KEEP_ASPECT_COVERED: {
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Size2 size = get_size();
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Size2 tex_size = texture->get_size();
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Size2 scaleSize(size.width / tex_size.width, size.height / tex_size.height);
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float scale = scaleSize.width > scaleSize.height ? scaleSize.width : scaleSize.height;
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Size2 scaledTexSize = tex_size * scale;
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Point2 ofs = ((scaledTexSize - size) / scale).abs() / 2.0f;
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draw_texture_rect_region(texture, Rect2(Point2(), size), Rect2(ofs, size / scale));
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} break;
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}
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}
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}
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Size2 TextureRect::get_minimum_size() const {
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if (!expand && !texture.is_null())
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return texture->get_size();
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else
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return Size2();
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}
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void TextureRect::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &TextureRect::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &TextureRect::get_texture);
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ClassDB::bind_method(D_METHOD("set_expand", "enable"), &TextureRect::set_expand);
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ClassDB::bind_method(D_METHOD("has_expand"), &TextureRect::has_expand);
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ClassDB::bind_method(D_METHOD("set_stretch_mode", "stretch_mode"), &TextureRect::set_stretch_mode);
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ClassDB::bind_method(D_METHOD("get_stretch_mode"), &TextureRect::get_stretch_mode);
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ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "expand"), "set_expand", "has_expand");
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ADD_PROPERTYNO(PropertyInfo(Variant::INT, "stretch_mode", PROPERTY_HINT_ENUM, "Scale On Expand (Compat),Scale,Tile,Keep,Keep Centered,Keep Aspect,Keep Aspect Centered,Keep Aspect Covered"), "set_stretch_mode", "get_stretch_mode");
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BIND_CONSTANT(STRETCH_SCALE_ON_EXPAND);
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BIND_CONSTANT(STRETCH_SCALE);
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BIND_CONSTANT(STRETCH_TILE);
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BIND_CONSTANT(STRETCH_KEEP);
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BIND_CONSTANT(STRETCH_KEEP_CENTERED);
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BIND_CONSTANT(STRETCH_KEEP_ASPECT);
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BIND_CONSTANT(STRETCH_KEEP_ASPECT_CENTERED);
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BIND_CONSTANT(STRETCH_KEEP_ASPECT_COVERED);
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}
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void TextureRect::set_texture(const Ref<Texture> &p_tex) {
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texture = p_tex;
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update();
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/*
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if (texture.is_valid())
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texture->set_flags(texture->get_flags()&(~Texture::FLAG_REPEAT)); //remove repeat from texture, it looks bad in sprites
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*/
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minimum_size_changed();
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}
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Ref<Texture> TextureRect::get_texture() const {
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return texture;
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}
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void TextureRect::set_expand(bool p_expand) {
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expand = p_expand;
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update();
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minimum_size_changed();
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}
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bool TextureRect::has_expand() const {
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return expand;
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}
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void TextureRect::set_stretch_mode(StretchMode p_mode) {
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stretch_mode = p_mode;
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update();
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}
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TextureRect::StretchMode TextureRect::get_stretch_mode() const {
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return stretch_mode;
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}
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TextureRect::TextureRect() {
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expand = false;
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set_mouse_filter(MOUSE_FILTER_PASS);
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stretch_mode = STRETCH_SCALE_ON_EXPAND;
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}
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TextureRect::~TextureRect() {
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}
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