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Diffstat (limited to 'scene/gui/texture_progress_bar.h')
-rw-r--r-- | scene/gui/texture_progress_bar.h | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/scene/gui/texture_progress_bar.h b/scene/gui/texture_progress_bar.h new file mode 100644 index 0000000000..d147c43a26 --- /dev/null +++ b/scene/gui/texture_progress_bar.h @@ -0,0 +1,119 @@ +/*************************************************************************/ +/* texture_progress_bar.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef TEXTURE_PROGRESS_BAR_H +#define TEXTURE_PROGRESS_BAR_H + +#include "scene/gui/range.h" + +class TextureProgressBar : public Range { + GDCLASS(TextureProgressBar, Range); + + Ref<Texture2D> under; + Ref<Texture2D> progress; + Ref<Texture2D> over; + +protected: + static void _bind_methods(); + void _notification(int p_what); + +public: + enum FillMode { + FILL_LEFT_TO_RIGHT = 0, + FILL_RIGHT_TO_LEFT, + FILL_TOP_TO_BOTTOM, + FILL_BOTTOM_TO_TOP, + FILL_CLOCKWISE, + FILL_COUNTER_CLOCKWISE, + FILL_BILINEAR_LEFT_AND_RIGHT, + FILL_BILINEAR_TOP_AND_BOTTOM, + FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE, + FILL_MODE_MAX, + }; + + void set_fill_mode(int p_fill); + int get_fill_mode(); + + void set_radial_initial_angle(float p_angle); + float get_radial_initial_angle(); + + void set_fill_degrees(float p_angle); + float get_fill_degrees(); + + void set_radial_center_offset(const Point2 &p_off); + Point2 get_radial_center_offset(); + + void set_under_texture(const Ref<Texture2D> &p_texture); + Ref<Texture2D> get_under_texture() const; + + void set_progress_texture(const Ref<Texture2D> &p_texture); + Ref<Texture2D> get_progress_texture() const; + + void set_over_texture(const Ref<Texture2D> &p_texture); + Ref<Texture2D> get_over_texture() const; + + void set_stretch_margin(Side p_side, int p_size); + int get_stretch_margin(Side p_side) const; + + void set_nine_patch_stretch(bool p_stretch); + bool get_nine_patch_stretch() const; + + void set_tint_under(const Color &p_tint); + Color get_tint_under() const; + + void set_tint_progress(const Color &p_tint); + Color get_tint_progress() const; + + void set_tint_over(const Color &p_tint); + Color get_tint_over() const; + + Size2 get_minimum_size() const override; + + TextureProgressBar(); + +private: + FillMode mode = FILL_LEFT_TO_RIGHT; + float rad_init_angle = 0.0; + float rad_max_degrees = 360.0; + Point2 rad_center_off; + bool nine_patch_stretch = false; + int stretch_margin[4] = {}; + Color tint_under = Color(1, 1, 1); + Color tint_progress = Color(1, 1, 1); + Color tint_over = Color(1, 1, 1); + + Point2 unit_val_to_uv(float val); + Point2 get_relative_center(); + void draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate); +}; + +VARIANT_ENUM_CAST(TextureProgressBar::FillMode); + +#endif // TEXTURE_PROGRESS_BAR_H |