virtualx-engine/scene/gui/progress_bar.cpp
lawnjelly bc607fb607 Fix signed distance field font rendering
This fix works in both GLES3 and GLES2.

The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-02-05 17:50:33 +00:00

93 lines
4.3 KiB
C++

/**************************************************************************/
/* progress_bar.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "progress_bar.h"
Size2 ProgressBar::get_minimum_size() const {
Ref<StyleBox> bg = get_stylebox("bg");
Ref<StyleBox> fg = get_stylebox("fg");
Ref<Font> font = get_font("font");
Size2 minimum_size = bg->get_minimum_size();
minimum_size.height = MAX(minimum_size.height, fg->get_minimum_size().height);
minimum_size.width = MAX(minimum_size.width, fg->get_minimum_size().width);
if (percent_visible) {
minimum_size.height = MAX(minimum_size.height, bg->get_minimum_size().height + font->get_height());
} else { // this is needed, else the progressbar will collapse
minimum_size.width = MAX(minimum_size.width, 1);
minimum_size.height = MAX(minimum_size.height, 1);
}
return minimum_size;
}
void ProgressBar::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
Ref<StyleBox> bg = get_stylebox("bg");
Ref<StyleBox> fg = get_stylebox("fg");
Ref<Font> font = get_font("font");
select_font(font);
Color font_color = get_color("font_color");
draw_style_box(bg, Rect2(Point2(), get_size()));
float r = get_as_ratio();
int mp = fg->get_minimum_size().width;
int p = r * (get_size().width - mp);
if (p > 0) {
draw_style_box(fg, Rect2(Point2(), Size2(p + fg->get_minimum_size().width, get_size().height)));
}
if (percent_visible) {
String txt = itos(int(get_as_ratio() * 100)) + "%";
font->draw_halign(get_canvas_item(), Point2(0, font->get_ascent() + (get_size().height - font->get_height()) / 2), HALIGN_CENTER, get_size().width, txt, font_color);
}
}
}
void ProgressBar::set_percent_visible(bool p_visible) {
percent_visible = p_visible;
update();
}
bool ProgressBar::is_percent_visible() const {
return percent_visible;
}
void ProgressBar::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_percent_visible", "visible"), &ProgressBar::set_percent_visible);
ClassDB::bind_method(D_METHOD("is_percent_visible"), &ProgressBar::is_percent_visible);
ADD_GROUP("Percent", "percent_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "percent_visible"), "set_percent_visible", "is_percent_visible");
}
ProgressBar::ProgressBar() {
set_v_size_flags(0);
set_step(0.01);
percent_visible = true;
}