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I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
290 lines
10 KiB
C++
290 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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if (under.is_null()) {
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minimum_size_changed();
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}
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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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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_as_ratio(), 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_as_ratio(), 0), Size2(s.x * get_as_ratio(), 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_as_ratio()));
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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_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
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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_as_ratio() * 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_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), 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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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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return mode;
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}
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void TextureProgress::set_radial_initial_angle(float p_angle) {
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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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return rad_init_angle;
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}
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void TextureProgress::set_fill_degrees(float p_angle) {
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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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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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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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return rad_center_off;
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}
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void TextureProgress::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_under_texture", "tex"), &TextureProgress::set_under_texture);
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ClassDB::bind_method(D_METHOD("get_under_texture"), &TextureProgress::get_under_texture);
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ClassDB::bind_method(D_METHOD("set_progress_texture", "tex"), &TextureProgress::set_progress_texture);
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ClassDB::bind_method(D_METHOD("get_progress_texture"), &TextureProgress::get_progress_texture);
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ClassDB::bind_method(D_METHOD("set_over_texture", "tex"), &TextureProgress::set_over_texture);
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ClassDB::bind_method(D_METHOD("get_over_texture"), &TextureProgress::get_over_texture);
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ClassDB::bind_method(D_METHOD("set_fill_mode", "mode"), &TextureProgress::set_fill_mode);
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ClassDB::bind_method(D_METHOD("get_fill_mode"), &TextureProgress::get_fill_mode);
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ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgress::set_radial_initial_angle);
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ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
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ClassDB::bind_method(D_METHOD("set_radial_center_offset", "mode"), &TextureProgress::set_radial_center_offset);
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ClassDB::bind_method(D_METHOD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);
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ClassDB::bind_method(D_METHOD("set_fill_degrees", "mode"), &TextureProgress::set_fill_degrees);
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ClassDB::bind_method(D_METHOD("get_fill_degrees"), &TextureProgress::get_fill_degrees);
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ADD_GROUP("Textures", "texture_");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_under_texture", "get_under_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_over_texture", "get_over_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_progress_texture", "get_progress_texture");
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ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise"), "set_fill_mode", "get_fill_mode");
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ADD_GROUP("Radial Fill", "radial_");
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ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "radial_initial_angle", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_radial_initial_angle", "get_radial_initial_angle");
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ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "radial_fill_degrees", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_fill_degrees", "get_fill_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "radial_center_offset"), "set_radial_center_offset", "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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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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set_mouse_filter(MOUSE_FILTER_PASS);
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}
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