virtualx-engine/scene/gui/texture_progress.h

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/*************************************************************************/
/* texture_progress.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 {
GDCLASS(TextureProgress, Range);
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Ref<Texture> under;
Ref<Texture> progress;
Ref<Texture> 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<Texture> &p_texture);
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Ref<Texture> get_under_texture() const;
void set_progress_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_progress_texture() const;
void set_over_texture(const Ref<Texture> &p_texture);
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Ref<Texture> 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();
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};
#endif // TEXTURE_PROGRESS_H