virtualx-engine/scene/gui/progress_bar.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

94 lines
3.7 KiB
C++

/*************************************************************************/
/* progress_bar.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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<Font> font = get_font("font");
Size2 ms=bg->get_minimum_size()+bg->get_center_size();
if (percent_visible) {
ms.height=MAX(ms.height,bg->get_minimum_size().height+font->get_height());
}
return ms;
}
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");
Color font_color=get_color("font_color");
draw_style_box(bg,Rect2(Point2(),get_size()));
float r = get_unit_value();
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_unit_value()*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() {
ObjectTypeDB::bind_method(_MD("set_percent_visible","visible"),&ProgressBar::set_percent_visible);
ObjectTypeDB::bind_method(_MD("is_percent_visible"),&ProgressBar::is_percent_visible);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"percent/visible"),_SCS("set_percent_visible"),_SCS("is_percent_visible"));
}
ProgressBar::ProgressBar() {
set_v_size_flags(0);
percent_visible=true;
}