mirror of
https://gitlab.com/open-fpsz/open-fpsz.git
synced 2026-01-19 19:44:46 +00:00
101 lines
3.2 KiB
GDScript
101 lines
3.2 KiB
GDScript
# This file is part of open-fpsz.
|
|
#
|
|
# This program is free software: you can redistribute it and/or modify
|
|
# it under the terms of the GNU General Public License as published by
|
|
# the Free Software Foundation, either version 3 of the License, or
|
|
# (at your option) any later version.
|
|
#
|
|
# This program is distributed in the hope that it will be useful,
|
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
# GNU General Public License for more details.
|
|
#
|
|
# You should have received a copy of the GNU General Public License
|
|
# along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
@tool
|
|
## An efficient progress bar in 3D using a quad mesh and a shader.
|
|
class_name ProgressBar3D extends MeshInstance3D
|
|
|
|
## Emitted when value has been changed.
|
|
signal value_changed(new_value : float)
|
|
|
|
const progress_bar_shader : VisualShader = preload(
|
|
"res://interfaces/progress_bar/resources/visual_shader.res")
|
|
|
|
## The minimum [member value].
|
|
@export var min_value : float = 0.:
|
|
set(new_value):
|
|
min_value = new_value
|
|
value = value
|
|
|
|
## The maximum [member value].
|
|
@export var max_value : float = 255.:
|
|
set(new_value):
|
|
max_value = new_value
|
|
value = value
|
|
|
|
## The current value.
|
|
@export var value : float = 255.:
|
|
set = set_value
|
|
|
|
func set_value(new_value : float) -> void:
|
|
value = clampf(new_value, min_value, max_value)
|
|
_update_shader_params()
|
|
value_changed.emit(value)
|
|
|
|
## The size of the border.
|
|
@export_range(0., 1.) var border : float = .2:
|
|
set(new_border):
|
|
border = new_border
|
|
_update_shader_params()
|
|
|
|
## The billboard mode, see [member BaseMaterial3D.BillboardMode] for more details.
|
|
@export_enum("Disabled", "Enabled", "Y-Billboard") var billboard : int = 2:
|
|
set(new_billboard):
|
|
billboard = new_billboard
|
|
_update_shader_params()
|
|
|
|
## The fill color.
|
|
@export var fill : Color = Color.GREEN:
|
|
set(value):
|
|
fill = value
|
|
_update_shader_params()
|
|
|
|
## The background color.
|
|
@export var background : Color = Color(0, 0, 0, 0.5):
|
|
set(value):
|
|
background = value
|
|
_update_shader_params()
|
|
|
|
## Setup the [QuadMesh], [ShaderMaterial] and [VisualShader]
|
|
## when entering the node tree
|
|
func _enter_tree() -> void:
|
|
# set default mesh
|
|
if not mesh:
|
|
mesh = QuadMesh.new()
|
|
mesh.size = Vector2(1, .1)
|
|
|
|
# set default material
|
|
if not mesh.material or not mesh.material is ShaderMaterial:
|
|
# @NOTE: Per-instance uniforms allow for better shader reuse and are
|
|
# therefore faster, so they should be preferred over duplicating the
|
|
# ShaderMaterial when possible.
|
|
mesh.material = ShaderMaterial.new()
|
|
|
|
# set default shader
|
|
mesh.material.shader = progress_bar_shader
|
|
if not mesh.changed.is_connected(_update_shader_params):
|
|
mesh.changed.connect(_update_shader_params)
|
|
|
|
# update shader params once
|
|
mesh.emit_changed()
|
|
|
|
## This method updates instance shader params
|
|
func _update_shader_params() -> void:
|
|
set_instance_shader_parameter("background", background)
|
|
set_instance_shader_parameter("billboard", billboard)
|
|
set_instance_shader_parameter("border", border)
|
|
set_instance_shader_parameter("fill", fill)
|
|
set_instance_shader_parameter("progress", value / max_value)
|
|
set_instance_shader_parameter("size", mesh.size)
|