mirror of
https://github.com/Relintai/pandemonium_engine.git
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Relintai
ae7409bf52
This fix works in both GLES3 and GLES2.
The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.
- lawnjelly and Calinou
bc607fb607
95 lines
4.4 KiB
C++
95 lines
4.4 KiB
C++
/*************************************************************************/
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/* progress_bar.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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 "progress_bar.h"
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Size2 ProgressBar::get_minimum_size() const {
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Ref<StyleBox> bg = get_theme_stylebox("bg");
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Ref<StyleBox> fg = get_theme_stylebox("fg");
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Ref<Font> font = get_theme_font("font");
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Size2 minimum_size = bg->get_minimum_size();
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minimum_size.height = MAX(minimum_size.height, fg->get_minimum_size().height);
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minimum_size.width = MAX(minimum_size.width, fg->get_minimum_size().width);
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if (percent_visible) {
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minimum_size.height = MAX(minimum_size.height, bg->get_minimum_size().height + font->get_height());
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} else { // this is needed, else the progressbar will collapse
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minimum_size.width = MAX(minimum_size.width, 1);
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minimum_size.height = MAX(minimum_size.height, 1);
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}
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return minimum_size;
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}
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void ProgressBar::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
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Ref<StyleBox> bg = get_theme_stylebox("bg");
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Ref<StyleBox> fg = get_theme_stylebox("fg");
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Ref<Font> font = get_theme_font("font");
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select_font(font);
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Color font_color = get_theme_color("font_color");
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draw_style_box(bg, Rect2(Point2(), get_size()));
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float r = get_as_ratio();
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int mp = fg->get_minimum_size().width;
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int p = r * (get_size().width - mp);
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if (p > 0) {
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draw_style_box(fg, Rect2(Point2(), Size2(p + fg->get_minimum_size().width, get_size().height)));
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}
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if (percent_visible) {
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String txt = itos(int(get_as_ratio() * 100)) + "%";
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font->draw_halign(get_canvas_item(), Point2(0, font->get_ascent() + (get_size().height - font->get_height()) / 2), HALIGN_CENTER, get_size().width, txt, font_color);
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}
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}
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}
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void ProgressBar::set_percent_visible(bool p_visible) {
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percent_visible = p_visible;
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update();
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}
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bool ProgressBar::is_percent_visible() const {
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return percent_visible;
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}
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void ProgressBar::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_percent_visible", "visible"), &ProgressBar::set_percent_visible);
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ClassDB::bind_method(D_METHOD("is_percent_visible"), &ProgressBar::is_percent_visible);
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ADD_GROUP("Percent", "percent_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "percent_visible"), "set_percent_visible", "is_percent_visible");
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}
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ProgressBar::ProgressBar() {
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set_v_size_flags(0);
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set_step(0.01);
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percent_visible = true;
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}
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