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#pragma once
#include <godot_cpp/classes/bit_map.hpp>
#include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/control.hpp>
#include <godot_cpp/classes/image.hpp>
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/label.hpp>
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/panel.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/texture2d.hpp>
#include <godot_cpp/classes/texture_progress_bar.hpp>
#include <godot_cpp/classes/texture_rect.hpp>
#include <godot_cpp/templates/vector.hpp>
#include <godot_cpp/variant/node_path.hpp>
#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include "openvic-extension/classes/GFXMaskedFlagTexture.hpp"
#include "openvic-extension/classes/GFXPieChartTexture.hpp"
#include "openvic-extension/classes/GFXSpriteTexture.hpp"
#include "openvic-extension/classes/GUIListBox.hpp"
#include "openvic-extension/classes/GUIOverlappingElementsBox.hpp"
#include "openvic-extension/classes/GUIScrollbar.hpp"
namespace OpenVic {
class GUINode : public godot::Control {
GDCLASS(GUINode, godot::Control)
godot::Ref<godot::BitMap> _click_mask;
godot::Vector<Control*> _mask_controls;
godot::Rect2 _texture_region;
godot::Rect2 _position_rect;
protected:
static void _bind_methods();
public:
GUINode();
static godot::Control* generate_gui_element(
godot::String const& gui_scene, godot::String const& gui_element, godot::String const& name = ""
);
godot::Error add_gui_element(
godot::String const& gui_scene, godot::String const& gui_element, godot::String const& name = ""
);
static godot::Vector2 get_gui_position(godot::String const& gui_scene, godot::String const& gui_position);
static godot::Button* get_button_from_node(godot::Node* node);
static godot::Label* get_label_from_node(godot::Node* node);
static godot::Panel* get_panel_from_node(godot::Node* node);
static godot::TextureProgressBar* get_progress_bar_from_node(godot::Node* node);
static godot::TextureRect* get_texture_rect_from_node(godot::Node* node);
static GUIOverlappingElementsBox* get_gui_overlapping_elements_box_from_node(godot::Node* node);
static GUIScrollbar* get_gui_scrollbar_from_node(godot::Node* node);
static GUIListBox* get_gui_listbox_from_node(godot::Node* node);
godot::Button* get_button_from_nodepath(godot::NodePath const& path) const;
godot::Label* get_label_from_nodepath(godot::NodePath const& path) const;
godot::Panel* get_panel_from_nodepath(godot::NodePath const& path) const;
godot::TextureProgressBar* get_progress_bar_from_nodepath(godot::NodePath const& path) const;
godot::TextureRect* get_texture_rect_from_nodepath(godot::NodePath const& path) const;
GUIOverlappingElementsBox* get_gui_overlapping_elements_box_from_nodepath(godot::NodePath const& path) const;
GUIScrollbar* get_gui_scrollbar_from_nodepath(godot::NodePath const& path) const;
GUIListBox* get_gui_listbox_from_nodepath(godot::NodePath const& path) const;
/* Helper functions to get textures from TextureRects and Buttons. */
static godot::Ref<godot::Texture2D> get_texture_from_node(godot::Node* node);
static godot::Ref<GFXSpriteTexture> get_gfx_sprite_texture_from_node(godot::Node* node);
static godot::Ref<GFXMaskedFlagTexture> get_gfx_masked_flag_texture_from_node(godot::Node* node);
static godot::Ref<GFXPieChartTexture> get_gfx_pie_chart_texture_from_node(godot::Node* node);
godot::Ref<godot::Texture2D> get_texture_from_nodepath(godot::NodePath const& path) const;
godot::Ref<GFXSpriteTexture> get_gfx_sprite_texture_from_nodepath(godot::NodePath const& path) const;
godot::Ref<GFXMaskedFlagTexture> get_gfx_masked_flag_texture_from_nodepath(godot::NodePath const& path) const;
godot::Ref<GFXPieChartTexture> get_gfx_pie_chart_texture_from_nodepath(godot::NodePath const& path) const;
godot::Error hide_node(godot::NodePath const& path) const;
godot::Error hide_nodes(godot::TypedArray<godot::NodePath> const& paths) const;
godot::Error remove_node(godot::NodePath const& path) const;
godot::Error remove_nodes(godot::TypedArray<godot::NodePath> const& paths) const;
static godot::String int_to_string_suffixed(int64_t val);
static godot::String float_to_string_suffixed(float val);
static godot::String float_to_string_dp(float val, int32_t decimal_places);
static godot::String format_province_name(godot::String const& province_identifier);
godot::Ref<godot::BitMap> get_click_mask() const;
void set_click_mask(godot::Ref<godot::BitMap> const& mask);
void set_click_mask_from_nodepaths(godot::TypedArray<godot::NodePath> const& paths);
bool _update_click_mask_for(godot::Ref<godot::Image> const& img, int index);
void update_click_mask();
bool _has_point(godot::Vector2 const& point) const override;
};
}
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