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✨ progress bar / waypoint / iffs improvements
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parent
2dfea5b250
commit
1588224d45
13 changed files with 307 additions and 218 deletions
23
interfaces/progress_bar/ProgressBar3D.tscn
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23
interfaces/progress_bar/ProgressBar3D.tscn
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[gd_scene load_steps=5 format=3 uid="uid://chy8tm6hvummq"]
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[ext_resource type="Shader" uid="uid://n2dcb4l0qun2" path="res://interfaces/progress_bar/resources/visual_shader.res" id="1_07e5d"]
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[ext_resource type="Script" path="res://interfaces/progress_bar/progress_bar_3d.gd" id="1_kpyfi"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_4quui"]
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render_priority = 0
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shader = ExtResource("1_07e5d")
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[sub_resource type="QuadMesh" id="QuadMesh_fwm7g"]
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material = SubResource("ShaderMaterial_4quui")
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size = Vector2(1, 0.1)
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[node name="ProgressBar3D" type="MeshInstance3D"]
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cast_shadow = 0
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instance_shader_parameters/background = Color(0, 0, 0, 0.5)
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instance_shader_parameters/billboard = 2
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instance_shader_parameters/border = 0.2
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instance_shader_parameters/fill = Color(0, 1, 0, 1)
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instance_shader_parameters/progress = 1.0
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instance_shader_parameters/size = Vector2(1, 0.1)
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mesh = SubResource("QuadMesh_fwm7g")
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script = ExtResource("1_kpyfi")
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83
interfaces/progress_bar/progress_bar_3d.gd
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interfaces/progress_bar/progress_bar_3d.gd
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# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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## A progress bar using a single quad mesh and a shader.
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@tool
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class_name ProgressBar3D extends MeshInstance3D
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## Emitted when value has been changed.
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signal value_changed(new_value : float)
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const progress_bar_shader : VisualShader = preload(
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"res://interfaces/progress_bar/resources/visual_shader.res")
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## Current value.
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@export_range(0., 1.) var value : float = 1.:
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set(new_value):
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value = new_value
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_update_shader_params()
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value_changed.emit(value)
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@export_range(0., 1.) var border : float = .2:
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set(new_border):
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border = new_border
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_update_shader_params()
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@export_enum("Disabled", "Enabled", "Y-Billboard") var billboard : int = 2:
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set(new_billboard):
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billboard = new_billboard
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_update_shader_params()
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## Fill color.
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@export var fill : Color = Color.GREEN:
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set(value):
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fill = value
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_update_shader_params()
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## Background color.
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@export var background : Color = Color(0, 0, 0, 0.5):
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set(value):
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background = value
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_update_shader_params()
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## setup mesh, material and shader when entering the node tree
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func _enter_tree() -> void:
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# set default mesh
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if not mesh:
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mesh = QuadMesh.new()
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mesh.size = Vector2(1, .1)
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# set default material
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if not mesh.material or not mesh.material is ShaderMaterial:
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# @NOTE: Per-instance uniforms allow for better shader reuse and are
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# therefore faster, so they should be preferred over duplicating the
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# ShaderMaterial when possible.
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mesh.material = ShaderMaterial.new()
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# set default shader
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mesh.material.shader = progress_bar_shader
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if not mesh.changed.is_connected(_update_shader_params):
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mesh.changed.connect(_update_shader_params)
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# update shader params once
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mesh.emit_changed()
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## This method updates shader params
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func _update_shader_params() -> void:
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set_instance_shader_parameter("background", background)
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set_instance_shader_parameter("billboard", billboard)
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set_instance_shader_parameter("border", border)
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set_instance_shader_parameter("fill", fill)
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set_instance_shader_parameter("progress", value)
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set_instance_shader_parameter("size", mesh.size)
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BIN
interfaces/progress_bar/resources/visual_shader.res
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BIN
interfaces/progress_bar/resources/visual_shader.res
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