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#pragma once
#include <godot_cpp/classes/image_texture.hpp>
#include <openvic-simulation/interface/GFX.hpp>
namespace OpenVic {
class GFXPieChartTexture : public godot::ImageTexture {
GDCLASS(GFXPieChartTexture, godot::ImageTexture)
using slice_t = std::pair<godot::Color, float>;
GFX::PieChart const* PROPERTY(gfx_pie_chart);
std::vector<slice_t> slices;
float total_weight;
godot::Ref<godot::Image> pie_chart_image;
godot::Error _generate_pie_chart_image();
protected:
static void _bind_methods();
public:
GFXPieChartTexture();
/* Set slices given new_slices, an Array of Dictionaries, each with the following keys:
* - colour: Color
* - weight: float
*/
godot::Error set_slices(godot::Array const& new_slices);
/* Create a GFXPieChartTexture using the specific GFX::PieChart.
* Returns nullptr if setting gfx_pie_chart fails. */
static godot::Ref<GFXPieChartTexture> make_gfx_pie_chart_texture(GFX::PieChart const* gfx_pie_chart);
/* Reset gfx_pie_chart, flag_country and flag_type to nullptr/an empty string, and unreference all images.
* This does not affect the godot::ImageTexture, which cannot be reset to a null or empty image. */
void clear();
/* Set the GFX::PieChart and regenerate the pie chart image. */
godot::Error set_gfx_pie_chart(GFX::PieChart const* new_gfx_pie_chart);
/* Search for a GFX::PieChart with the specfied name and, if successful, set it using set_gfx_pie_chart. */
godot::Error set_gfx_pie_chart_name(godot::String const& gfx_pie_chart_name);
/* Return the name of the GFX::PieChart, or an empty String if it's null */
godot::String get_gfx_pie_chart_name() const;
};
}
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