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57dcc83152
Advantages: - When searching for "progressbar", you'll see both nodes in the search results. - More consistent with Button/TextureButton.
117 lines
4.3 KiB
C++
117 lines
4.3 KiB
C++
/*************************************************************************/
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/* texture_progress_bar.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_BAR_H
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#define TEXTURE_PROGRESS_BAR_H
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#include "scene/gui/range.h"
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class TextureProgressBar : public Range {
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GDCLASS(TextureProgressBar, Range);
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Ref<Texture2D> under;
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Ref<Texture2D> progress;
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Ref<Texture2D> 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<Texture2D> &p_texture);
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Ref<Texture2D> get_under_texture() const;
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void set_progress_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_progress_texture() const;
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void set_over_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> 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 override;
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TextureProgressBar();
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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<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate);
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};
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VARIANT_ENUM_CAST(TextureProgressBar::FillMode);
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#endif // TEXTURE_PROGRESS_BAR_H
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