1/**************************************************************************/
2/* texture_progress_bar.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef TEXTURE_PROGRESS_BAR_H
32#define TEXTURE_PROGRESS_BAR_H
33
34#include "scene/gui/range.h"
35
36class TextureProgressBar : public Range {
37 GDCLASS(TextureProgressBar, Range);
38
39 Ref<Texture2D> under;
40 Ref<Texture2D> progress;
41 Ref<Texture2D> over;
42
43protected:
44 static void _bind_methods();
45 void _notification(int p_what);
46
47public:
48 enum FillMode {
49 FILL_LEFT_TO_RIGHT = 0,
50 FILL_RIGHT_TO_LEFT,
51 FILL_TOP_TO_BOTTOM,
52 FILL_BOTTOM_TO_TOP,
53 FILL_CLOCKWISE,
54 FILL_COUNTER_CLOCKWISE,
55 FILL_BILINEAR_LEFT_AND_RIGHT,
56 FILL_BILINEAR_TOP_AND_BOTTOM,
57 FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE,
58 FILL_MODE_MAX,
59 };
60
61 void set_fill_mode(int p_fill);
62 int get_fill_mode();
63
64 void set_progress_offset(Point2 p_offset);
65 Point2 get_progress_offset() const;
66
67 void set_radial_initial_angle(float p_angle);
68 float get_radial_initial_angle();
69
70 void set_fill_degrees(float p_angle);
71 float get_fill_degrees();
72
73 void set_radial_center_offset(const Point2 &p_off);
74 Point2 get_radial_center_offset();
75
76 void set_under_texture(const Ref<Texture2D> &p_texture);
77 Ref<Texture2D> get_under_texture() const;
78
79 void set_progress_texture(const Ref<Texture2D> &p_texture);
80 Ref<Texture2D> get_progress_texture() const;
81
82 void set_over_texture(const Ref<Texture2D> &p_texture);
83 Ref<Texture2D> get_over_texture() const;
84
85 void set_stretch_margin(Side p_side, int p_size);
86 int get_stretch_margin(Side p_side) const;
87
88 void set_nine_patch_stretch(bool p_stretch);
89 bool get_nine_patch_stretch() const;
90
91 void set_tint_under(const Color &p_tint);
92 Color get_tint_under() const;
93
94 void set_tint_progress(const Color &p_tint);
95 Color get_tint_progress() const;
96
97 void set_tint_over(const Color &p_tint);
98 Color get_tint_over() const;
99
100 Size2 get_minimum_size() const override;
101
102 TextureProgressBar();
103
104private:
105 FillMode mode = FILL_LEFT_TO_RIGHT;
106 Point2 progress_offset;
107 float rad_init_angle = 0.0;
108 float rad_max_degrees = 360.0;
109 Point2 rad_center_off;
110 bool nine_patch_stretch = false;
111 int stretch_margin[4] = {};
112 Color tint_under = Color(1, 1, 1);
113 Color tint_progress = Color(1, 1, 1);
114 Color tint_over = Color(1, 1, 1);
115
116 void _set_texture(Ref<Texture2D> *p_destination, const Ref<Texture2D> &p_texture);
117 void _texture_changed();
118 Point2 unit_val_to_uv(float val);
119 Point2 get_relative_center();
120 void draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate);
121};
122
123VARIANT_ENUM_CAST(TextureProgressBar::FillMode);
124
125#endif // TEXTURE_PROGRESS_BAR_H
126