c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
303 lines
10 KiB
C++
303 lines
10 KiB
C++
/*************************************************************************/
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/* texture_progress.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#include "texture_progress.h"
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void TextureProgress::set_under_texture(const Ref<Texture>& p_texture) {
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under=p_texture;
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update();
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minimum_size_changed();
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}
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Ref<Texture> TextureProgress::get_under_texture() const{
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return under;
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}
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void TextureProgress::set_over_texture(const Ref<Texture>& p_texture) {
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over=p_texture;
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update();
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minimum_size_changed();
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}
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Ref<Texture> TextureProgress::get_over_texture() const{
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return over;
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}
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Size2 TextureProgress::get_minimum_size() const {
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if (under.is_valid())
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return under->get_size();
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else if (over.is_valid())
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return over->get_size();
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else if (progress.is_valid())
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return progress->get_size();
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return Size2(1,1);
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}
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void TextureProgress::set_progress_texture(const Ref<Texture>& p_texture) {
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progress=p_texture;
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update();
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minimum_size_changed();
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}
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Ref<Texture> TextureProgress::get_progress_texture() const{
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return progress;
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}
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Point2 TextureProgress::unit_val_to_uv(float val) {
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if (progress.is_null())
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return Point2();
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if (val<0)
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val+=1;
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if (val>1)
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val-=1;
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Point2 p=get_relative_center();
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if (val<0.125)
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return Point2(p.x+(1-p.x)*val*8,0);
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if (val<0.25)
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return Point2(1,p.y*(val-0.125)*8);
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if (val<0.375)
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return Point2(1,p.y+(1-p.y)*(val-0.25)*8);
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if (val<0.5)
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return Point2(1-(1-p.x)*(val-0.375)*8,1);
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if (val<0.625)
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return Point2(p.x*(1-(val-0.5)*8),1);
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if (val<0.75)
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return Point2(0,1-((1-p.y)*(val-0.625)*8));
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if (val<0.875)
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return Point2(0,p.y-p.y*(val-0.75)*8);
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else
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return Point2(p.x*(val-0.875)*8,0);
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}
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Point2 TextureProgress::get_relative_center()
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{
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if (progress.is_null())
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return Point2();
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Point2 p = progress->get_size()/2;
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p+=rad_center_off;
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p.x/=progress->get_width();
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p.y/=progress->get_height();
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p.x=CLAMP(p.x,0,1);
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p.y=CLAMP(p.y,0,1);
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return p;
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}
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void TextureProgress::_notification(int p_what){
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const float corners[12]={-0.125,-0.375,-0.625,-0.875,0.125,0.375,0.625,0.875,1.125,1.375,1.625,1.875};
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switch(p_what) {
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case NOTIFICATION_DRAW: {
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if (under.is_valid())
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draw_texture(under,Point2());
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if (progress.is_valid()) {
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Size2 s = progress->get_size();
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switch (mode) {
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case FILL_LEFT_TO_RIGHT: {
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Rect2 region=Rect2(Point2(),Size2(s.x*get_unit_value(),s.y));
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draw_texture_rect_region(progress,region,region);
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} break;
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case FILL_RIGHT_TO_LEFT: {
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Rect2 region=Rect2(Point2(s.x-s.x*get_unit_value(),0),Size2(s.x*get_unit_value(),s.y));
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draw_texture_rect_region(progress,region,region);
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} break;
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case FILL_TOP_TO_BOTTOM: {
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Rect2 region=Rect2(Point2(),Size2(s.x,s.y*get_unit_value()));
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draw_texture_rect_region(progress,region,region);
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} break;
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case FILL_BOTTOM_TO_TOP: {
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Rect2 region=Rect2(Point2(0,s.y-s.y*get_unit_value()),Size2(s.x,s.y*get_unit_value()));
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draw_texture_rect_region(progress,region,region);
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} break;
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case FILL_CLOCKWISE:
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case FILL_COUNTER_CLOCKWISE: {
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float val=get_unit_value()*rad_max_degrees/360;
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if (val==1) {
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Rect2 region=Rect2(Point2(),s);
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draw_texture_rect_region(progress,region,region);
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} else if (val!=0) {
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Array pts;
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float direction=mode==FILL_CLOCKWISE?1:-1;
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float start=rad_init_angle/360;
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float end=start+direction*val;
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pts.append(start);
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pts.append(end);
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float from=MIN(start,end);
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float to=MAX(start,end);
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for (int i=0;i<12;i++)
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if (corners[i]>from&&corners[i]<to)
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pts.append(corners[i]);
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pts.sort();
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Vector<Point2> uvs;
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Vector<Point2> points;
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uvs.push_back(get_relative_center());
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points.push_back(Point2(s.x*get_relative_center().x,s.y*get_relative_center().y));
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for (int i=0;i<pts.size();i++) {
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Point2 uv=unit_val_to_uv(pts[i]);
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if (uvs.find(uv)>=0)
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continue;
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uvs.push_back(uv);
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points.push_back(Point2(uv.x*s.x,uv.y*s.y));
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}
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draw_polygon(points,Vector<Color>(),uvs,progress);
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}
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if (get_tree()->is_editor_hint()) {
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Point2 p=progress->get_size();
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p.x*=get_relative_center().x;
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p.y*=get_relative_center().y;
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p=p.floor();
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draw_line(p-Point2(8,0),p+Point2(8,0),Color(0.9,0.5,0.5),2);
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draw_line(p-Point2(0,8),p+Point2(0,8),Color(0.9,0.5,0.5),2);
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}
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} break;
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default:
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draw_texture_rect_region(progress,Rect2(Point2(),Size2(s.x*get_unit_value(),s.y)),Rect2(Point2(),Size2(s.x*get_unit_value(),s.y)));
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}
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}
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if (over.is_valid())
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draw_texture(over,Point2());
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} break;
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}
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}
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void TextureProgress::set_fill_mode(int p_fill)
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{
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ERR_FAIL_INDEX(p_fill,6);
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mode=(FillMode)p_fill;
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update();
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}
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int TextureProgress::get_fill_mode()
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{
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return mode;
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}
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void TextureProgress::set_radial_initial_angle(float p_angle)
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{
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while(p_angle>360)
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p_angle-=360;
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while (p_angle<0)
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p_angle+=360;
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rad_init_angle=p_angle;
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update();
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}
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float TextureProgress::get_radial_initial_angle()
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{
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return rad_init_angle;
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}
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void TextureProgress::set_fill_degrees(float p_angle)
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{
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rad_max_degrees=CLAMP(p_angle,0,360);
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update();
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}
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float TextureProgress::get_fill_degrees()
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{
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return rad_max_degrees;
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}
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void TextureProgress::set_radial_center_offset(const Point2 &p_off)
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{
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rad_center_off=p_off;
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update();
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}
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Point2 TextureProgress::get_radial_center_offset()
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{
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return rad_center_off;
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}
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void TextureProgress::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_under_texture","tex"),&TextureProgress::set_under_texture);
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ObjectTypeDB::bind_method(_MD("get_under_texture"),&TextureProgress::get_under_texture);
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ObjectTypeDB::bind_method(_MD("set_progress_texture","tex"),&TextureProgress::set_progress_texture);
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ObjectTypeDB::bind_method(_MD("get_progress_texture"),&TextureProgress::get_progress_texture);
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ObjectTypeDB::bind_method(_MD("set_over_texture","tex"),&TextureProgress::set_over_texture);
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ObjectTypeDB::bind_method(_MD("get_over_texture"),&TextureProgress::get_over_texture);
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ObjectTypeDB::bind_method(_MD("set_fill_mode","mode"),&TextureProgress::set_fill_mode);
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ObjectTypeDB::bind_method(_MD("get_fill_mode"), &TextureProgress::get_fill_mode);
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ObjectTypeDB::bind_method(_MD("set_radial_initial_angle","mode"),&TextureProgress::set_radial_initial_angle);
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ObjectTypeDB::bind_method(_MD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
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ObjectTypeDB::bind_method(_MD("set_radial_center_offset","mode"),&TextureProgress::set_radial_center_offset);
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ObjectTypeDB::bind_method(_MD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);
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ObjectTypeDB::bind_method(_MD("set_fill_degrees","mode"),&TextureProgress::set_fill_degrees);
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ObjectTypeDB::bind_method(_MD("get_fill_degrees"), &TextureProgress::get_fill_degrees);
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/under",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_under_texture"),_SCS("get_under_texture"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/over",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_over_texture"),_SCS("get_over_texture"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/progress",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_progress_texture"),_SCS("get_progress_texture"));
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ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise"),_SCS("set_fill_mode"),_SCS("get_fill_mode"));
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ADD_PROPERTYNZ( PropertyInfo(Variant::REAL,"radial_fill/initial_angle",PROPERTY_HINT_RANGE,"0.0,360.0,0.1,slider"),_SCS("set_radial_initial_angle"),_SCS("get_radial_initial_angle"));
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ADD_PROPERTYNZ( PropertyInfo(Variant::REAL,"radial_fill/fill_degrees",PROPERTY_HINT_RANGE,"0.0,360.0,0.1,slider"),_SCS("set_fill_degrees"),_SCS("get_fill_degrees"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"radial_fill/center_offset"),_SCS("set_radial_center_offset"),_SCS("get_radial_center_offset"));
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BIND_CONSTANT( FILL_LEFT_TO_RIGHT );
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BIND_CONSTANT( FILL_RIGHT_TO_LEFT );
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BIND_CONSTANT( FILL_TOP_TO_BOTTOM );
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BIND_CONSTANT( FILL_BOTTOM_TO_TOP );
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BIND_CONSTANT( FILL_CLOCKWISE );
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BIND_CONSTANT( FILL_COUNTER_CLOCKWISE );
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}
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TextureProgress::TextureProgress()
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{
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mode=FILL_LEFT_TO_RIGHT;
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rad_init_angle=0;
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rad_center_off=Point2();
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rad_max_degrees=360;
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}
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