godot/scene/gui/texture_progress.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

304 lines
10 KiB
C++

/*************************************************************************/
/* texture_progress.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 "texture_progress.h"
void TextureProgress::set_under_texture(const Ref<Texture>& p_texture) {
under=p_texture;
update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_under_texture() const{
return under;
}
void TextureProgress::set_over_texture(const Ref<Texture>& p_texture) {
over=p_texture;
update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_over_texture() const{
return over;
}
Size2 TextureProgress::get_minimum_size() const {
if (under.is_valid())
return under->get_size();
else if (over.is_valid())
return over->get_size();
else if (progress.is_valid())
return progress->get_size();
return Size2(1,1);
}
void TextureProgress::set_progress_texture(const Ref<Texture>& p_texture) {
progress=p_texture;
update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_progress_texture() const{
return progress;
}
Point2 TextureProgress::unit_val_to_uv(float val) {
if (progress.is_null())
return Point2();
if (val<0)
val+=1;
if (val>1)
val-=1;
Point2 p=get_relative_center();
if (val<0.125)
return Point2(p.x+(1-p.x)*val*8,0);
if (val<0.25)
return Point2(1,p.y*(val-0.125)*8);
if (val<0.375)
return Point2(1,p.y+(1-p.y)*(val-0.25)*8);
if (val<0.5)
return Point2(1-(1-p.x)*(val-0.375)*8,1);
if (val<0.625)
return Point2(p.x*(1-(val-0.5)*8),1);
if (val<0.75)
return Point2(0,1-((1-p.y)*(val-0.625)*8));
if (val<0.875)
return Point2(0,p.y-p.y*(val-0.75)*8);
else
return Point2(p.x*(val-0.875)*8,0);
}
Point2 TextureProgress::get_relative_center()
{
if (progress.is_null())
return Point2();
Point2 p = progress->get_size()/2;
p+=rad_center_off;
p.x/=progress->get_width();
p.y/=progress->get_height();
p.x=CLAMP(p.x,0,1);
p.y=CLAMP(p.y,0,1);
return p;
}
void TextureProgress::_notification(int p_what){
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};
switch(p_what) {
case NOTIFICATION_DRAW: {
if (under.is_valid())
draw_texture(under,Point2());
if (progress.is_valid()) {
Size2 s = progress->get_size();
switch (mode) {
case FILL_LEFT_TO_RIGHT: {
Rect2 region=Rect2(Point2(),Size2(s.x*get_unit_value(),s.y));
draw_texture_rect_region(progress,region,region);
} break;
case FILL_RIGHT_TO_LEFT: {
Rect2 region=Rect2(Point2(s.x-s.x*get_unit_value(),0),Size2(s.x*get_unit_value(),s.y));
draw_texture_rect_region(progress,region,region);
} break;
case FILL_TOP_TO_BOTTOM: {
Rect2 region=Rect2(Point2(),Size2(s.x,s.y*get_unit_value()));
draw_texture_rect_region(progress,region,region);
} break;
case FILL_BOTTOM_TO_TOP: {
Rect2 region=Rect2(Point2(0,s.y-s.y*get_unit_value()),Size2(s.x,s.y*get_unit_value()));
draw_texture_rect_region(progress,region,region);
} break;
case FILL_CLOCKWISE:
case FILL_COUNTER_CLOCKWISE: {
float val=get_unit_value()*rad_max_degrees/360;
if (val==1) {
Rect2 region=Rect2(Point2(),s);
draw_texture_rect_region(progress,region,region);
} else if (val!=0) {
Array pts;
float direction=mode==FILL_CLOCKWISE?1:-1;
float start=rad_init_angle/360;
float end=start+direction*val;
pts.append(start);
pts.append(end);
float from=MIN(start,end);
float to=MAX(start,end);
for (int i=0;i<12;i++)
if (corners[i]>from&&corners[i]<to)
pts.append(corners[i]);
pts.sort();
Vector<Point2> uvs;
Vector<Point2> points;
uvs.push_back(get_relative_center());
points.push_back(Point2(s.x*get_relative_center().x,s.y*get_relative_center().y));
for (int i=0;i<pts.size();i++) {
Point2 uv=unit_val_to_uv(pts[i]);
if (uvs.find(uv)>=0)
continue;
uvs.push_back(uv);
points.push_back(Point2(uv.x*s.x,uv.y*s.y));
}
draw_polygon(points,Vector<Color>(),uvs,progress);
}
if (get_tree()->is_editor_hint()) {
Point2 p=progress->get_size();
p.x*=get_relative_center().x;
p.y*=get_relative_center().y;
p=p.floor();
draw_line(p-Point2(8,0),p+Point2(8,0),Color(0.9,0.5,0.5),2);
draw_line(p-Point2(0,8),p+Point2(0,8),Color(0.9,0.5,0.5),2);
}
} break;
default:
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)));
}
}
if (over.is_valid())
draw_texture(over,Point2());
} break;
}
}
void TextureProgress::set_fill_mode(int p_fill)
{
ERR_FAIL_INDEX(p_fill,6);
mode=(FillMode)p_fill;
update();
}
int TextureProgress::get_fill_mode()
{
return mode;
}
void TextureProgress::set_radial_initial_angle(float p_angle)
{
while(p_angle>360)
p_angle-=360;
while (p_angle<0)
p_angle+=360;
rad_init_angle=p_angle;
update();
}
float TextureProgress::get_radial_initial_angle()
{
return rad_init_angle;
}
void TextureProgress::set_fill_degrees(float p_angle)
{
rad_max_degrees=CLAMP(p_angle,0,360);
update();
}
float TextureProgress::get_fill_degrees()
{
return rad_max_degrees;
}
void TextureProgress::set_radial_center_offset(const Point2 &p_off)
{
rad_center_off=p_off;
update();
}
Point2 TextureProgress::get_radial_center_offset()
{
return rad_center_off;
}
void TextureProgress::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_under_texture","tex"),&TextureProgress::set_under_texture);
ObjectTypeDB::bind_method(_MD("get_under_texture"),&TextureProgress::get_under_texture);
ObjectTypeDB::bind_method(_MD("set_progress_texture","tex"),&TextureProgress::set_progress_texture);
ObjectTypeDB::bind_method(_MD("get_progress_texture"),&TextureProgress::get_progress_texture);
ObjectTypeDB::bind_method(_MD("set_over_texture","tex"),&TextureProgress::set_over_texture);
ObjectTypeDB::bind_method(_MD("get_over_texture"),&TextureProgress::get_over_texture);
ObjectTypeDB::bind_method(_MD("set_fill_mode","mode"),&TextureProgress::set_fill_mode);
ObjectTypeDB::bind_method(_MD("get_fill_mode"), &TextureProgress::get_fill_mode);
ObjectTypeDB::bind_method(_MD("set_radial_initial_angle","mode"),&TextureProgress::set_radial_initial_angle);
ObjectTypeDB::bind_method(_MD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
ObjectTypeDB::bind_method(_MD("set_radial_center_offset","mode"),&TextureProgress::set_radial_center_offset);
ObjectTypeDB::bind_method(_MD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);
ObjectTypeDB::bind_method(_MD("set_fill_degrees","mode"),&TextureProgress::set_fill_degrees);
ObjectTypeDB::bind_method(_MD("get_fill_degrees"), &TextureProgress::get_fill_degrees);
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/under",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_under_texture"),_SCS("get_under_texture"));
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/over",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_over_texture"),_SCS("get_over_texture"));
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/progress",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_progress_texture"),_SCS("get_progress_texture"));
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"));
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"));
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"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"radial_fill/center_offset"),_SCS("set_radial_center_offset"),_SCS("get_radial_center_offset"));
BIND_CONSTANT( FILL_LEFT_TO_RIGHT );
BIND_CONSTANT( FILL_RIGHT_TO_LEFT );
BIND_CONSTANT( FILL_TOP_TO_BOTTOM );
BIND_CONSTANT( FILL_BOTTOM_TO_TOP );
BIND_CONSTANT( FILL_CLOCKWISE );
BIND_CONSTANT( FILL_COUNTER_CLOCKWISE );
}
TextureProgress::TextureProgress()
{
mode=FILL_LEFT_TO_RIGHT;
rad_init_angle=0;
rad_center_off=Point2();
rad_max_degrees=360;
}