mirror of https://github.com/axmolengine/axmol.git
213 lines
6.4 KiB
C++
213 lines
6.4 KiB
C++
/****************************************************************************
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Copyright (c) 2010 Lam Pham
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "renderer/CustomCommand.h"
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#include "2d/Node.h"
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#include "renderer/PipelineDescriptor.h"
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#include <vector>
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namespace ax
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{
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class Sprite;
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/**
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* @addtogroup _2d
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* @{
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*/
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/**
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* @brief ProgressTimer is a subclass of Node.
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* It renders the inner sprite according to the percentage.
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* The progress can be Radial, Horizontal or vertical.
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* @since v0.99.1
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*/
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class AX_DLL ProgressTimer : public Node
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{
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public:
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/** Types of progress
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* @since v0.99.1
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*/
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enum class Type
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{
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RADIAL, /** Radial Counter-Clockwise. */
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BAR, /** Bar. */
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};
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/** Creates a progress timer with the sprite as the shape the timer goes through.
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*
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* @param sp The sprite as the shape the timer goes through.
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* @return A ProgressTimer.
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*/
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static ProgressTimer* create(Sprite* sp);
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/** Change the percentage to change progress.
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*
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* @return A Type
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*/
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Type getType() const { return _type; }
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/** Percentages are from 0 to 100.
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*
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* @return Percentages.
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*/
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float getPercentage() const { return _percentage; }
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/** The image to show the progress percentage, retain.
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*
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* @return A sprite.
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*/
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Sprite* getSprite() const { return _sprite; }
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/** Set the initial percentage values.
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*
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* @param percentage The initial percentage values.
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*/
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void setPercentage(float percentage);
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/** Set the sprite as the shape.
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*
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* @param sprite The sprite as the shape.
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*/
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void setSprite(Sprite* sprite);
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/** Set the ProgressTimer type.
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*
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* @param type Is an Type.
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*/
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void setType(Type type);
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/** Return the Reverse direction.
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*
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* @return If the direction is Anti-clockwise,it will return true.
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*/
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bool isReverseDirection() { return _reverseDirection; };
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/** Set the Reverse direction.
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*
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* @param value If value is false it will clockwise,if is true it will Anti-clockwise.
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*/
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void setReverseDirection(bool value);
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/**
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* Midpoint is used to modify the progress start position.
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* If you're using radials type then the midpoint changes the center point.
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* If you're using bar type then the midpoint changes the bar growth.
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* it expands from the center but clamps to the sprites edge so:
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* you want a left to right then set the midpoint all the way to Vec2(0,y).
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* you want a right to left then set the midpoint all the way to Vec2(1,y).
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* you want a bottom to top then set the midpoint all the way to Vec2(x,0).
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* you want a top to bottom then set the midpoint all the way to Vec2(x,1).
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* @param point A Vec2 point.
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*/
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void setMidpoint(const Vec2& point);
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/** Returns the Midpoint.
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*
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* @return A Vec2.
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*/
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Vec2 getMidpoint() const;
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/**
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* This allows the bar type to move the component at a specific rate.
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* Set the component to 0 to make sure it stays at 100%.
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* For example you want a left to right bar but not have the height stay 100%.
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* Set the rate to be Vec2(0,1); and set the midpoint to = Vec2(0,.5f).
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* @param barChangeRate A Vec2.
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*/
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void setBarChangeRate(const Vec2& barChangeRate) { _barChangeRate = barChangeRate; }
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/** Returns the BarChangeRate.
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*
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* @return A barChangeRate.
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*/
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Vec2 getBarChangeRate() const { return _barChangeRate; }
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// Overrides
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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virtual void setAnchorPoint(const Vec2& anchorPoint) override;
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virtual void setColor(const Color3B& color) override;
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virtual const Color3B& getColor() const override;
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virtual void setOpacity(uint8_t opacity) override;
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virtual uint8_t getOpacity() const override;
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virtual uint8_t getDisplayedOpacity() const override;
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/**
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* @js ctor
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*/
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ProgressTimer() = default;
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ProgressTimer();
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/** Initializes a progress timer with the sprite as the shape the timer goes through */
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bool initWithSprite(Sprite* sp);
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protected:
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Tex2F textureCoordFromAlphaPoint(Vec2 alpha);
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Vec2 vertexFromAlphaPoint(Vec2 alpha);
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void updateProgress();
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void updateBar();
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void updateRadial();
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void updateDisplayedOpacity(uint8_t parentOpacity) override;
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void updateColor() override;
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Vec2 boundaryTexCoord(char index);
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Type _type = Type::RADIAL;
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Vec2 _midpoint;
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Vec2 _barChangeRate;
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float _percentage = 0.0f;
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Sprite* _sprite = nullptr;
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std::vector<V2F_C4B_T2F> _vertexData;
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std::vector<unsigned short> _indexData;
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bool _reverseDirection = false;
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CustomCommand _customCommand;
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CustomCommand _customCommand2;
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backend::ProgramState* _programState2 = nullptr;
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backend::UniformLocation _locMVP1;
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backend::UniformLocation _locTex1;
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backend::UniformLocation _locMVP2;
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backend::UniformLocation _locTex2;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(ProgressTimer);
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};
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// end of misc_nodes group
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/// @}
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}
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