Fix atlas texture positioning in circular TextureProgressBar
In 4.2 TextureProgressBar needed to position its atlas texture, but in 4.3 `draw_polygon()` handles it.
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1 changed files with 0 additions and 18 deletions
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@ -31,7 +31,6 @@
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#include "texture_progress_bar.h"
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#include "core/config/engine.h"
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#include "scene/resources/atlas_texture.h"
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void TextureProgressBar::set_under_texture(const Ref<Texture2D> &p_texture) {
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_set_texture(&under, p_texture);
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@ -513,15 +512,6 @@ void TextureProgressBar::_notification(int p_what) {
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}
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pts.push_back(to);
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Ref<AtlasTexture> atlas_progress = progress;
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bool valid_atlas_progress = atlas_progress.is_valid() && atlas_progress->get_atlas().is_valid();
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Rect2 region_rect;
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Size2 atlas_size;
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if (valid_atlas_progress) {
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region_rect = atlas_progress->get_region();
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atlas_size = atlas_progress->get_atlas()->get_size();
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}
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Vector<Point2> uvs;
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Vector<Point2> points;
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for (const float &f : pts) {
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@ -530,10 +520,6 @@ void TextureProgressBar::_notification(int p_what) {
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continue;
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}
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points.push_back(progress_offset + Point2(uv.x * s.x, uv.y * s.y));
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if (valid_atlas_progress) {
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uv.x = Math::remap(uv.x, 0, 1, region_rect.position.x / atlas_size.x, (region_rect.position.x + region_rect.size.x) / atlas_size.x);
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uv.y = Math::remap(uv.y, 0, 1, region_rect.position.y / atlas_size.y, (region_rect.position.y + region_rect.size.y) / atlas_size.y);
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}
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uvs.push_back(uv);
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}
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@ -541,10 +527,6 @@ void TextureProgressBar::_notification(int p_what) {
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if (points.size() >= 2) {
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Point2 center_point = get_relative_center();
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points.push_back(progress_offset + s * center_point);
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if (valid_atlas_progress) {
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center_point.x = Math::remap(center_point.x, 0, 1, region_rect.position.x / atlas_size.x, (region_rect.position.x + region_rect.size.x) / atlas_size.x);
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center_point.y = Math::remap(center_point.y, 0, 1, region_rect.position.y / atlas_size.y, (region_rect.position.y + region_rect.size.y) / atlas_size.y);
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}
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uvs.push_back(center_point);
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Vector<Color> colors;
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