Доработка. Кнопка с зачёркиванием

This commit is contained in:
sasha80
2024-01-23 14:14:38 +03:00
parent cdca75b8a7
commit 280bf1ddd3

View File

@@ -5,42 +5,64 @@
[sub_resource type="StyleBoxEmpty" id="1"]
[sub_resource type="StyleBoxEmpty" id="6"]
[sub_resource type="StyleBoxEmpty" id="2"]
[sub_resource type="StyleBoxEmpty" id="3"]
[sub_resource type="StyleBoxEmpty" id="5"]
[sub_resource type="StyleBoxEmpty" id="4"]
[sub_resource type="Shader" id="Shader_2bftm"]
code = "shader_type canvas_item;
uniform vec4 color_gap = vec4(0.0, 0.0, 0.0, 0.0);
uniform vec4 color_stripe = vec4(0.3, 0.3, 0.3, 0.7);
uniform float divisions = 50.0; // increase for more stripe density
uniform float stripe_bias = 2.0; // 1.0 means no stripes; 2.0 means stripes and gaps are equal size
uniform float speed = 0.01;
uniform float angle = 0.7854; // in radians
#include \"res://shaders/tools.gdshaderinc\"
const vec2 center = vec2(0.125, 0.125);
const float sharpness = 300.0;
uniform float rotation = 0.0;
uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float width = 1.0;
uniform float speed = 1.0;
uniform bool disabled = false;
void fragment()
void vertex()
{
float w = cos(angle) * UV.x + sin(angle) * UV.y - speed * TIME;
if ((floor(mod(w * divisions, stripe_bias)) < 0.0001) && disabled)
{
COLOR = color_gap;
}
else
{
COLOR = color_stripe;
}
rotate_vec2(UV, rotation, center);
}
void fragment()
{
COLOR = color;
if (disabled)
{
float ds = 1.0 / sharpness;
float tx = float(int(TIME * 1000.0 * speed) % 10000) / 1000.0 * center.x + center.x;
COLOR.a = 0.0;
for (float x = -2.0; x < 2.0; x += 0.03)
{
float v0 = smoothstep(-1.0, 1.0, (tx - UV.x + x) * sharpness + width);
float v1 = smoothstep(-1.0, 1.0, (UV.x - tx - x) * sharpness + width);
float v2 = smooth_px(length(UV.x - center.x), center.x * 2.0 - ds, ds);
COLOR.a += v0 * v1 * v2;
}
COLOR.a *= color.a;
}
}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_hhdyc"]
resource_local_to_scene = true
shader = SubResource("Shader_2bftm")
shader_parameter/color_gap = Vector4(1, 1, 1, 0.3)
shader_parameter/color_stripe = Vector4(0, 0, 1, 0)
shader_parameter/divisions = 50.0
shader_parameter/stripe_bias = 2.0
shader_parameter/speed = 0.0
shader_parameter/angle = 0.7854
shader_parameter/rotation = 45.0
shader_parameter/color = Vector4(1, 1, 1, 0.2)
shader_parameter/width = 2.0
shader_parameter/speed = 1.0
shader_parameter/disabled = false
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_6nup5"]
@@ -61,16 +83,6 @@ extends Sprite2D
get: return material.get('shader_parameter/disabled')
"
[sub_resource type="StyleBoxEmpty" id="6"]
[sub_resource type="StyleBoxEmpty" id="2"]
[sub_resource type="StyleBoxEmpty" id="3"]
[sub_resource type="StyleBoxEmpty" id="5"]
[sub_resource type="StyleBoxEmpty" id="4"]
[node name="container" type="PanelContainer"]
offset_right = 30.0
offset_bottom = 30.0
@@ -88,14 +100,6 @@ patch_margin_bottom = 10
axis_stretch_horizontal = 2
axis_stretch_vertical = 2
[node name="back" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_hhdyc")
scale = Vector2(30, 30)
texture = SubResource("PlaceholderTexture2D_6nup5")
centered = false
script = SubResource("GDScript_uyl5d")
speed = 0.0
[node name="button" type="Button" parent="."]
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
@@ -108,6 +112,14 @@ theme_override_styles/focus = SubResource("4")
toggle_mode = true
clip_text = true
[node name="back" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_hhdyc")
scale = Vector2(30, 30)
texture = SubResource("PlaceholderTexture2D_6nup5")
centered = false
script = SubResource("GDScript_uyl5d")
speed = 1.0
[connection signal="resized" from="." to="." method="_on_resized"]
[connection signal="visibility_changed" from="back" to="back" method="_on_visibility_changed"]
[connection signal="toggled" from="button" to="." method="_on_button_toggled"]
[connection signal="visibility_changed" from="back" to="back" method="_on_visibility_changed"]