virtualx-engine/scene/gui/texture_progress_bar.h

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/**************************************************************************/
/* texture_progress_bar.h */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#ifndef TEXTURE_PROGRESS_BAR_H
#define TEXTURE_PROGRESS_BAR_H
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#include "scene/gui/range.h"
class TextureProgressBar : public Range {
GDCLASS(TextureProgressBar, Range);
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Ref<Texture2D> under;
Ref<Texture2D> progress;
Ref<Texture2D> over;
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protected:
static void _bind_methods();
void _notification(int p_what);
void _validate_property(PropertyInfo &p_property) const;
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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,
FILL_BILINEAR_LEFT_AND_RIGHT,
FILL_BILINEAR_TOP_AND_BOTTOM,
FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE,
FILL_MODE_MAX,
};
void set_fill_mode(int p_fill);
int get_fill_mode();
void set_progress_offset(Point2 p_offset);
Point2 get_progress_offset() const;
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<Texture2D> &p_texture);
Ref<Texture2D> get_under_texture() const;
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void set_progress_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_progress_texture() const;
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void set_over_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_over_texture() const;
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void set_stretch_margin(Side p_side, int p_size);
int get_stretch_margin(Side p_side) const;
void set_nine_patch_stretch(bool p_stretch);
bool get_nine_patch_stretch() const;
void set_tint_under(const Color &p_tint);
Color get_tint_under() const;
void set_tint_progress(const Color &p_tint);
Color get_tint_progress() const;
void set_tint_over(const Color &p_tint);
Color get_tint_over() const;
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Size2 get_minimum_size() const override;
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TextureProgressBar();
private:
FillMode mode = FILL_LEFT_TO_RIGHT;
Point2 progress_offset;
float rad_init_angle = 0.0;
float rad_max_degrees = 360.0;
Point2 rad_center_off;
bool nine_patch_stretch = false;
int stretch_margin[4] = {};
Color tint_under = Color(1, 1, 1);
Color tint_progress = Color(1, 1, 1);
Color tint_over = Color(1, 1, 1);
void _set_texture(Ref<Texture2D> *p_destination, const Ref<Texture2D> &p_texture);
void _texture_changed();
Point2 unit_val_to_uv(float val);
Point2 get_relative_center();
void draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate);
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};
VARIANT_ENUM_CAST(TextureProgressBar::FillMode);
#endif // TEXTURE_PROGRESS_BAR_H