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-rw-r--r--scene/gui/texture_progress_bar.cpp659
1 files changed, 659 insertions, 0 deletions
diff --git a/scene/gui/texture_progress_bar.cpp b/scene/gui/texture_progress_bar.cpp
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+++ b/scene/gui/texture_progress_bar.cpp
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+/*************************************************************************/
+/* texture_progress_bar.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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_bar.h"
+
+#include "core/config/engine.h"
+
+void TextureProgressBar::set_under_texture(const Ref<Texture2D> &p_texture) {
+ under = p_texture;
+ update();
+ minimum_size_changed();
+}
+
+Ref<Texture2D> TextureProgressBar::get_under_texture() const {
+ return under;
+}
+
+void TextureProgressBar::set_over_texture(const Ref<Texture2D> &p_texture) {
+ over = p_texture;
+ update();
+ if (under.is_null()) {
+ minimum_size_changed();
+ }
+}
+
+Ref<Texture2D> TextureProgressBar::get_over_texture() const {
+ return over;
+}
+
+void TextureProgressBar::set_stretch_margin(Side p_side, int p_size) {
+ ERR_FAIL_INDEX((int)p_side, 4);
+ stretch_margin[p_side] = p_size;
+ update();
+ minimum_size_changed();
+}
+
+int TextureProgressBar::get_stretch_margin(Side p_side) const {
+ ERR_FAIL_INDEX_V((int)p_side, 4, 0);
+ return stretch_margin[p_side];
+}
+
+void TextureProgressBar::set_nine_patch_stretch(bool p_stretch) {
+ nine_patch_stretch = p_stretch;
+ update();
+ minimum_size_changed();
+}
+
+bool TextureProgressBar::get_nine_patch_stretch() const {
+ return nine_patch_stretch;
+}
+
+Size2 TextureProgressBar::get_minimum_size() const {
+ if (nine_patch_stretch) {
+ return Size2(stretch_margin[SIDE_LEFT] + stretch_margin[SIDE_RIGHT], stretch_margin[SIDE_TOP] + stretch_margin[SIDE_BOTTOM]);
+ } else 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 TextureProgressBar::set_progress_texture(const Ref<Texture2D> &p_texture) {
+ progress = p_texture;
+ update();
+ minimum_size_changed();
+}
+
+Ref<Texture2D> TextureProgressBar::get_progress_texture() const {
+ return progress;
+}
+
+void TextureProgressBar::set_progress_offset(Point2 p_offset) {
+ progress_offset = p_offset;
+ update();
+}
+
+Point2 TextureProgressBar::get_progress_offset() const {
+ return progress_offset;
+}
+
+void TextureProgressBar::set_tint_under(const Color &p_tint) {
+ tint_under = p_tint;
+ update();
+}
+
+Color TextureProgressBar::get_tint_under() const {
+ return tint_under;
+}
+
+void TextureProgressBar::set_tint_progress(const Color &p_tint) {
+ tint_progress = p_tint;
+ update();
+}
+
+Color TextureProgressBar::get_tint_progress() const {
+ return tint_progress;
+}
+
+void TextureProgressBar::set_tint_over(const Color &p_tint) {
+ tint_over = p_tint;
+ update();
+}
+
+Color TextureProgressBar::get_tint_over() const {
+ return tint_over;
+}
+
+Point2 TextureProgressBar::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();
+
+ // Minimal version of Liang-Barsky clipping algorithm
+ float angle = (val * Math_TAU) - Math_PI * 0.5;
+ Point2 dir = Vector2(Math::cos(angle), Math::sin(angle));
+ float t1 = 1.0;
+ float cp = 0.0;
+ float cq = 0.0;
+ float cr = 0.0;
+ float edgeLeft = 0.0;
+ float edgeRight = 1.0;
+ float edgeBottom = 0.0;
+ float edgeTop = 1.0;
+
+ for (int edge = 0; edge < 4; edge++) {
+ if (edge == 0) {
+ if (dir.x > 0) {
+ continue;
+ }
+ cq = -(edgeLeft - p.x);
+ dir.x *= 2.0 * cq;
+ cp = -dir.x;
+ } else if (edge == 1) {
+ if (dir.x < 0) {
+ continue;
+ }
+ cq = (edgeRight - p.x);
+ dir.x *= 2.0 * cq;
+ cp = dir.x;
+ } else if (edge == 2) {
+ if (dir.y > 0) {
+ continue;
+ }
+ cq = -(edgeBottom - p.y);
+ dir.y *= 2.0 * cq;
+ cp = -dir.y;
+ } else if (edge == 3) {
+ if (dir.y < 0) {
+ continue;
+ }
+ cq = (edgeTop - p.y);
+ dir.y *= 2.0 * cq;
+ cp = dir.y;
+ }
+ cr = cq / cp;
+ if (cr >= 0 && cr < t1) {
+ t1 = cr;
+ }
+ }
+ return (p + t1 * dir);
+}
+
+Point2 TextureProgressBar::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 TextureProgressBar::draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate) {
+ Vector2 texture_size = p_texture->get_size();
+ Vector2 topleft = Vector2(stretch_margin[SIDE_LEFT], stretch_margin[SIDE_TOP]);
+ Vector2 bottomright = Vector2(stretch_margin[SIDE_RIGHT], stretch_margin[SIDE_BOTTOM]);
+
+ Rect2 src_rect = Rect2(Point2(), texture_size);
+ Rect2 dst_rect = Rect2(Point2(), get_size());
+
+ if (p_ratio < 1.0) {
+ // Drawing a partially-filled 9-patch is a little tricky -
+ // texture is divided by 3 sections toward fill direction,
+ // then middle section is stretching while the other two aren't.
+
+ double width_total = 0.0;
+ double width_texture = 0.0;
+ double first_section_size = 0.0;
+ double last_section_size = 0.0;
+ switch (p_mode) {
+ case FILL_LEFT_TO_RIGHT: {
+ width_total = dst_rect.size.x;
+ width_texture = texture_size.x;
+ first_section_size = topleft.x;
+ last_section_size = bottomright.x;
+ } break;
+ case FILL_RIGHT_TO_LEFT: {
+ width_total = dst_rect.size.x;
+ width_texture = texture_size.x;
+ // In contrast to `FILL_LEFT_TO_RIGHT`, `first_section_size` and `last_section_size` should switch value.
+ first_section_size = bottomright.x;
+ last_section_size = topleft.x;
+ } break;
+ case FILL_TOP_TO_BOTTOM: {
+ width_total = dst_rect.size.y;
+ width_texture = texture_size.y;
+ first_section_size = topleft.y;
+ last_section_size = bottomright.y;
+ } break;
+ case FILL_BOTTOM_TO_TOP: {
+ width_total = dst_rect.size.y;
+ width_texture = texture_size.y;
+ // Similar to `FILL_RIGHT_TO_LEFT`.
+ first_section_size = bottomright.y;
+ last_section_size = topleft.y;
+ } break;
+ case FILL_BILINEAR_LEFT_AND_RIGHT: {
+ width_total = dst_rect.size.x;
+ width_texture = texture_size.x;
+ first_section_size = topleft.x;
+ last_section_size = bottomright.x;
+ } break;
+ case FILL_BILINEAR_TOP_AND_BOTTOM: {
+ width_total = dst_rect.size.y;
+ width_texture = texture_size.y;
+ first_section_size = topleft.y;
+ last_section_size = bottomright.y;
+ } break;
+ case FILL_CLOCKWISE:
+ case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE:
+ case FILL_COUNTER_CLOCKWISE: {
+ // Those modes are circular, not relevant for nine patch.
+ } break;
+ case FILL_MODE_MAX:
+ break;
+ }
+
+ double width_filled = width_total * p_ratio;
+ double middle_section_size = MAX(0.0, width_texture - first_section_size - last_section_size);
+
+ // Maximum middle texture size.
+ double max_middle_texture_size = middle_section_size;
+
+ // Maximum real middle texture size.
+ double max_middle_real_size = MAX(0.0, width_total - (first_section_size + last_section_size));
+
+ switch (p_mode) {
+ case FILL_BILINEAR_LEFT_AND_RIGHT:
+ case FILL_BILINEAR_TOP_AND_BOTTOM: {
+ last_section_size = MAX(0.0, last_section_size - (width_total - width_filled) * 0.5);
+ first_section_size = MAX(0.0, first_section_size - (width_total - width_filled) * 0.5);
+
+ // When `width_filled` increases, `middle_section_size` only increases when either of `first_section_size` and `last_section_size` is zero.
+ // Also, it should always be smaller than or equal to `(width_total - (first_section_size + last_section_size))`.
+ double real_middle_size = width_filled - first_section_size - last_section_size;
+ middle_section_size *= MIN(max_middle_real_size, real_middle_size) / max_middle_real_size;
+
+ width_texture = MIN(width_texture, first_section_size + middle_section_size + last_section_size);
+ } break;
+ case FILL_MODE_MAX:
+ break;
+ default: {
+ middle_section_size *= MIN(1.0, (MAX(0.0, width_filled - first_section_size) / MAX(1.0, width_total - first_section_size - last_section_size)));
+ last_section_size = MAX(0.0, last_section_size - (width_total - width_filled));
+ first_section_size = MIN(first_section_size, width_filled);
+ width_texture = MIN(width_texture, first_section_size + middle_section_size + last_section_size);
+ }
+ }
+
+ switch (p_mode) {
+ case FILL_LEFT_TO_RIGHT: {
+ src_rect.size.x = width_texture;
+ dst_rect.size.x = width_filled;
+ topleft.x = first_section_size;
+ bottomright.x = last_section_size;
+ } break;
+ case FILL_RIGHT_TO_LEFT: {
+ src_rect.position.x += src_rect.size.x - width_texture;
+ src_rect.size.x = width_texture;
+ dst_rect.position.x += width_total - width_filled;
+ dst_rect.size.x = width_filled;
+ topleft.x = last_section_size;
+ bottomright.x = first_section_size;
+ } break;
+ case FILL_TOP_TO_BOTTOM: {
+ src_rect.size.y = width_texture;
+ dst_rect.size.y = width_filled;
+ bottomright.y = last_section_size;
+ topleft.y = first_section_size;
+ } break;
+ case FILL_BOTTOM_TO_TOP: {
+ src_rect.position.y += src_rect.size.y - width_texture;
+ src_rect.size.y = width_texture;
+ dst_rect.position.y += width_total - width_filled;
+ dst_rect.size.y = width_filled;
+ topleft.y = last_section_size;
+ bottomright.y = first_section_size;
+ } break;
+ case FILL_BILINEAR_LEFT_AND_RIGHT: {
+ double center_mapped_from_real_width = (width_total * 0.5 - topleft.x) / max_middle_real_size * max_middle_texture_size + topleft.x;
+ double drift_from_unscaled_center = (src_rect.size.x * 0.5 - center_mapped_from_real_width) * (last_section_size - first_section_size) / (bottomright.x - topleft.x);
+ src_rect.position.x += center_mapped_from_real_width + drift_from_unscaled_center - width_texture * 0.5;
+ src_rect.size.x = width_texture;
+ dst_rect.position.x += (width_total - width_filled) * 0.5;
+ dst_rect.size.x = width_filled;
+ topleft.x = first_section_size;
+ bottomright.x = last_section_size;
+ } break;
+ case FILL_BILINEAR_TOP_AND_BOTTOM: {
+ double center_mapped_from_real_width = (width_total * 0.5 - topleft.y) / max_middle_real_size * max_middle_texture_size + topleft.y;
+ double drift_from_unscaled_center = (src_rect.size.y * 0.5 - center_mapped_from_real_width) * (last_section_size - first_section_size) / (bottomright.y - topleft.y);
+ src_rect.position.y += center_mapped_from_real_width + drift_from_unscaled_center - width_texture * 0.5;
+ src_rect.size.y = width_texture;
+ dst_rect.position.y += (width_total - width_filled) * 0.5;
+ dst_rect.size.y = width_filled;
+ topleft.y = first_section_size;
+ bottomright.y = last_section_size;
+ } break;
+ case FILL_CLOCKWISE:
+ case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE:
+ case FILL_COUNTER_CLOCKWISE: {
+ // Those modes are circular, not relevant for nine patch.
+ } break;
+ case FILL_MODE_MAX:
+ break;
+ }
+ }
+
+ if (p_texture == progress) {
+ dst_rect.position += progress_offset;
+ }
+ p_texture->get_rect_region(dst_rect, src_rect, dst_rect, src_rect);
+
+ RID ci = get_canvas_item();
+ RS::get_singleton()->canvas_item_add_nine_patch(ci, dst_rect, src_rect, p_texture->get_rid(), topleft, bottomright, RS::NINE_PATCH_STRETCH, RS::NINE_PATCH_STRETCH, true, p_modulate);
+}
+
+void TextureProgressBar::_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 (nine_patch_stretch && (mode == FILL_LEFT_TO_RIGHT || mode == FILL_RIGHT_TO_LEFT || mode == FILL_TOP_TO_BOTTOM || mode == FILL_BOTTOM_TO_TOP || mode == FILL_BILINEAR_LEFT_AND_RIGHT || mode == FILL_BILINEAR_TOP_AND_BOTTOM)) {
+ if (under.is_valid()) {
+ draw_nine_patch_stretched(under, mode, 1.0, tint_under);
+ }
+ if (progress.is_valid()) {
+ draw_nine_patch_stretched(progress, mode, get_as_ratio(), tint_progress);
+ }
+ if (over.is_valid()) {
+ draw_nine_patch_stretched(over, mode, 1.0, tint_over);
+ }
+ } else {
+ if (under.is_valid()) {
+ switch (mode) {
+ case FILL_CLOCKWISE:
+ case FILL_COUNTER_CLOCKWISE:
+ case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: {
+ if (nine_patch_stretch) {
+ Rect2 region = Rect2(Point2(), get_size());
+ draw_texture_rect(under, region, false, tint_under);
+ } else {
+ draw_texture(under, Point2(), tint_under);
+ }
+ } break;
+ case FILL_MODE_MAX:
+ break;
+ default:
+ draw_texture(under, Point2(), tint_under);
+ }
+ }
+ if (progress.is_valid()) {
+ Size2 s = progress->get_size();
+ switch (mode) {
+ case FILL_LEFT_TO_RIGHT: {
+ Rect2 region = Rect2(progress_offset, Size2(s.x * get_as_ratio(), s.y));
+ Rect2 source = Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y));
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } break;
+ case FILL_RIGHT_TO_LEFT: {
+ Rect2 region = Rect2(progress_offset + Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
+ Rect2 source = Rect2(Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } break;
+ case FILL_TOP_TO_BOTTOM: {
+ Rect2 region = Rect2(progress_offset + Point2(), Size2(s.x, s.y * get_as_ratio()));
+ Rect2 source = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } break;
+ case FILL_BOTTOM_TO_TOP: {
+ Rect2 region = Rect2(progress_offset + Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
+ Rect2 source = Rect2(Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } break;
+ case FILL_CLOCKWISE:
+ case FILL_COUNTER_CLOCKWISE:
+ case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: {
+ if (nine_patch_stretch) {
+ s = get_size();
+ }
+
+ float val = get_as_ratio() * rad_max_degrees / 360;
+ if (val == 1) {
+ Rect2 region = Rect2(progress_offset, s);
+ Rect2 source = Rect2(Point2(), s);
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } else if (val != 0) {
+ Array pts;
+ float direction = mode == FILL_COUNTER_CLOCKWISE ? -1 : 1;
+ float start;
+
+ if (mode == FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE) {
+ start = rad_init_angle / 360 - val / 2;
+ } else {
+ 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(progress_offset + 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(progress_offset + Point2(uv.x * s.x, uv.y * s.y));
+ }
+ Vector<Color> colors;
+ colors.push_back(tint_progress);
+ draw_polygon(points, colors, uvs, progress);
+ }
+ if (Engine::get_singleton()->is_editor_hint()) {
+ Point2 p;
+
+ if (nine_patch_stretch) {
+ p = get_size();
+ } else {
+ 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;
+ case FILL_BILINEAR_LEFT_AND_RIGHT: {
+ Rect2 region = Rect2(progress_offset + Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
+ Rect2 source = Rect2(Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } break;
+ case FILL_BILINEAR_TOP_AND_BOTTOM: {
+ Rect2 region = Rect2(progress_offset + Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
+ Rect2 source = Rect2(Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
+ draw_texture_rect_region(progress, region, source, tint_progress);
+ } break;
+ case FILL_MODE_MAX:
+ break;
+ default:
+ draw_texture_rect_region(progress, Rect2(progress_offset, Size2(s.x * get_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), tint_progress);
+ }
+ }
+ if (over.is_valid()) {
+ switch (mode) {
+ case FILL_CLOCKWISE:
+ case FILL_COUNTER_CLOCKWISE:
+ case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: {
+ if (nine_patch_stretch) {
+ Rect2 region = Rect2(Point2(), get_size());
+ draw_texture_rect(over, region, false, tint_over);
+ } else {
+ draw_texture(over, Point2(), tint_over);
+ }
+ } break;
+ case FILL_MODE_MAX:
+ break;
+ default:
+ draw_texture(over, Point2(), tint_over);
+ }
+ }
+ }
+ } break;
+ }
+}
+
+void TextureProgressBar::set_fill_mode(int p_fill) {
+ ERR_FAIL_INDEX(p_fill, FILL_MODE_MAX);
+ mode = (FillMode)p_fill;
+ update();
+}
+
+int TextureProgressBar::get_fill_mode() {
+ return mode;
+}
+
+void TextureProgressBar::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 TextureProgressBar::get_radial_initial_angle() {
+ return rad_init_angle;
+}
+
+void TextureProgressBar::set_fill_degrees(float p_angle) {
+ rad_max_degrees = CLAMP(p_angle, 0, 360);
+ update();
+}
+
+float TextureProgressBar::get_fill_degrees() {
+ return rad_max_degrees;
+}
+
+void TextureProgressBar::set_radial_center_offset(const Point2 &p_off) {
+ rad_center_off = p_off;
+ update();
+}
+
+Point2 TextureProgressBar::get_radial_center_offset() {
+ return rad_center_off;
+}
+
+void TextureProgressBar::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_under_texture", "tex"), &TextureProgressBar::set_under_texture);
+ ClassDB::bind_method(D_METHOD("get_under_texture"), &TextureProgressBar::get_under_texture);
+
+ ClassDB::bind_method(D_METHOD("set_progress_texture", "tex"), &TextureProgressBar::set_progress_texture);
+ ClassDB::bind_method(D_METHOD("get_progress_texture"), &TextureProgressBar::get_progress_texture);
+
+ ClassDB::bind_method(D_METHOD("set_over_texture", "tex"), &TextureProgressBar::set_over_texture);
+ ClassDB::bind_method(D_METHOD("get_over_texture"), &TextureProgressBar::get_over_texture);
+
+ ClassDB::bind_method(D_METHOD("set_fill_mode", "mode"), &TextureProgressBar::set_fill_mode);
+ ClassDB::bind_method(D_METHOD("get_fill_mode"), &TextureProgressBar::get_fill_mode);
+
+ ClassDB::bind_method(D_METHOD("set_tint_under", "tint"), &TextureProgressBar::set_tint_under);
+ ClassDB::bind_method(D_METHOD("get_tint_under"), &TextureProgressBar::get_tint_under);
+
+ ClassDB::bind_method(D_METHOD("set_tint_progress", "tint"), &TextureProgressBar::set_tint_progress);
+ ClassDB::bind_method(D_METHOD("get_tint_progress"), &TextureProgressBar::get_tint_progress);
+
+ ClassDB::bind_method(D_METHOD("set_tint_over", "tint"), &TextureProgressBar::set_tint_over);
+ ClassDB::bind_method(D_METHOD("get_tint_over"), &TextureProgressBar::get_tint_over);
+
+ ClassDB::bind_method(D_METHOD("set_texture_progress_offset", "offset"), &TextureProgressBar::set_progress_offset);
+ ClassDB::bind_method(D_METHOD("get_texture_progress_offset"), &TextureProgressBar::get_progress_offset);
+
+ ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgressBar::set_radial_initial_angle);
+ ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgressBar::get_radial_initial_angle);
+
+ ClassDB::bind_method(D_METHOD("set_radial_center_offset", "mode"), &TextureProgressBar::set_radial_center_offset);
+ ClassDB::bind_method(D_METHOD("get_radial_center_offset"), &TextureProgressBar::get_radial_center_offset);
+
+ ClassDB::bind_method(D_METHOD("set_fill_degrees", "mode"), &TextureProgressBar::set_fill_degrees);
+ ClassDB::bind_method(D_METHOD("get_fill_degrees"), &TextureProgressBar::get_fill_degrees);
+
+ ClassDB::bind_method(D_METHOD("set_stretch_margin", "margin", "value"), &TextureProgressBar::set_stretch_margin);
+ ClassDB::bind_method(D_METHOD("get_stretch_margin", "margin"), &TextureProgressBar::get_stretch_margin);
+
+ ClassDB::bind_method(D_METHOD("set_nine_patch_stretch", "stretch"), &TextureProgressBar::set_nine_patch_stretch);
+ ClassDB::bind_method(D_METHOD("get_nine_patch_stretch"), &TextureProgressBar::get_nine_patch_stretch);
+
+ ADD_GROUP("Textures", "texture_");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_under_texture", "get_under_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_over_texture", "get_over_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_progress_texture", "get_progress_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_progress_offset"), "set_texture_progress_offset", "get_texture_progress_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise,Bilinear (Left and Right),Bilinear (Top and Bottom),Clockwise and Counter Clockwise"), "set_fill_mode", "get_fill_mode");
+ ADD_GROUP("Tint", "tint_");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_under"), "set_tint_under", "get_tint_under");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_over"), "set_tint_over", "get_tint_over");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_progress"), "set_tint_progress", "get_tint_progress");
+ ADD_GROUP("Radial Fill", "radial_");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radial_initial_angle", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_radial_initial_angle", "get_radial_initial_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radial_fill_degrees", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_fill_degrees", "get_fill_degrees");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "radial_center_offset"), "set_radial_center_offset", "get_radial_center_offset");
+ ADD_GROUP("Stretch", "stretch_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "nine_patch_stretch"), "set_nine_patch_stretch", "get_nine_patch_stretch");
+ ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_left", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_LEFT);
+ ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_top", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_TOP);
+ ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_right", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_RIGHT);
+ ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_bottom", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", SIDE_BOTTOM);
+
+ BIND_ENUM_CONSTANT(FILL_LEFT_TO_RIGHT);
+ BIND_ENUM_CONSTANT(FILL_RIGHT_TO_LEFT);
+ BIND_ENUM_CONSTANT(FILL_TOP_TO_BOTTOM);
+ BIND_ENUM_CONSTANT(FILL_BOTTOM_TO_TOP);
+ BIND_ENUM_CONSTANT(FILL_CLOCKWISE);
+ BIND_ENUM_CONSTANT(FILL_COUNTER_CLOCKWISE);
+ BIND_ENUM_CONSTANT(FILL_BILINEAR_LEFT_AND_RIGHT);
+ BIND_ENUM_CONSTANT(FILL_BILINEAR_TOP_AND_BOTTOM);
+ BIND_ENUM_CONSTANT(FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE);
+}
+
+TextureProgressBar::TextureProgressBar() {
+ set_mouse_filter(MOUSE_FILTER_PASS);
+}