814989e106
These bars will extend from the center to the left and right of the node, or from the center to the top and bottom of the node depending on the option selected. The Clockwise and Counter Clockwise mode will expand the progress bar both ways in a circular fashion.
117 lines
4.2 KiB
C++
117 lines
4.2 KiB
C++
/*************************************************************************/
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/* texture_progress.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef TEXTURE_PROGRESS_H
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#define TEXTURE_PROGRESS_H
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#include "scene/gui/range.h"
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class TextureProgress : public Range {
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GDCLASS(TextureProgress, Range);
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Ref<Texture> under;
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Ref<Texture> progress;
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Ref<Texture> over;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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enum FillMode {
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FILL_LEFT_TO_RIGHT = 0,
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FILL_RIGHT_TO_LEFT,
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FILL_TOP_TO_BOTTOM,
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FILL_BOTTOM_TO_TOP,
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FILL_CLOCKWISE,
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FILL_COUNTER_CLOCKWISE,
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FILL_BILINEAR_LEFT_AND_RIGHT,
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FILL_BILINEAR_TOP_AND_BOTTOM,
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FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE
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};
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void set_fill_mode(int p_fill);
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int get_fill_mode();
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void set_radial_initial_angle(float p_angle);
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float get_radial_initial_angle();
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void set_fill_degrees(float p_angle);
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float get_fill_degrees();
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void set_radial_center_offset(const Point2 &p_off);
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Point2 get_radial_center_offset();
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void set_under_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_under_texture() const;
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void set_progress_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_progress_texture() const;
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void set_over_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_over_texture() const;
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void set_stretch_margin(Margin p_margin, int p_size);
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int get_stretch_margin(Margin p_margin) const;
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void set_nine_patch_stretch(bool p_stretch);
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bool get_nine_patch_stretch() const;
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void set_tint_under(const Color &p_tint);
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Color get_tint_under() const;
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void set_tint_progress(const Color &p_tint);
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Color get_tint_progress() const;
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void set_tint_over(const Color &p_tint);
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Color get_tint_over() const;
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Size2 get_minimum_size() const;
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TextureProgress();
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private:
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FillMode mode;
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float rad_init_angle;
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float rad_max_degrees;
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Point2 rad_center_off;
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bool nine_patch_stretch;
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int stretch_margin[4];
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Color tint_under, tint_progress, tint_over;
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Point2 unit_val_to_uv(float val);
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Point2 get_relative_center();
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void draw_nine_patch_stretched(const Ref<Texture> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate);
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};
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VARIANT_ENUM_CAST(TextureProgress::FillMode);
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#endif // TEXTURE_PROGRESS_H
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