From 2c5befde43e376eab2fd2f7872c38fecb1da7d7e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Anni=20Ryyn=C3=A4nen?= Date: Sat, 22 Jun 2024 16:04:09 +0300 Subject: [PATCH] Fix atlas texture positioning in circular TextureProgressBar In 4.2 TextureProgressBar needed to position its atlas texture, but in 4.3 `draw_polygon()` handles it. --- scene/gui/texture_progress_bar.cpp | 18 ------------------ 1 file changed, 18 deletions(-) diff --git a/scene/gui/texture_progress_bar.cpp b/scene/gui/texture_progress_bar.cpp index 3c3e6cd30cf1..4ad56d21d37a 100644 --- a/scene/gui/texture_progress_bar.cpp +++ b/scene/gui/texture_progress_bar.cpp @@ -31,7 +31,6 @@ #include "texture_progress_bar.h" #include "core/config/engine.h" -#include "scene/resources/atlas_texture.h" void TextureProgressBar::set_under_texture(const Ref &p_texture) { _set_texture(&under, p_texture); @@ -513,15 +512,6 @@ void TextureProgressBar::_notification(int p_what) { } pts.push_back(to); - Ref atlas_progress = progress; - bool valid_atlas_progress = atlas_progress.is_valid() && atlas_progress->get_atlas().is_valid(); - Rect2 region_rect; - Size2 atlas_size; - if (valid_atlas_progress) { - region_rect = atlas_progress->get_region(); - atlas_size = atlas_progress->get_atlas()->get_size(); - } - Vector uvs; Vector points; for (const float &f : pts) { @@ -530,10 +520,6 @@ void TextureProgressBar::_notification(int p_what) { continue; } points.push_back(progress_offset + Point2(uv.x * s.x, uv.y * s.y)); - if (valid_atlas_progress) { - uv.x = Math::remap(uv.x, 0, 1, region_rect.position.x / atlas_size.x, (region_rect.position.x + region_rect.size.x) / atlas_size.x); - uv.y = Math::remap(uv.y, 0, 1, region_rect.position.y / atlas_size.y, (region_rect.position.y + region_rect.size.y) / atlas_size.y); - } uvs.push_back(uv); } @@ -541,10 +527,6 @@ void TextureProgressBar::_notification(int p_what) { if (points.size() >= 2) { Point2 center_point = get_relative_center(); points.push_back(progress_offset + s * center_point); - if (valid_atlas_progress) { - center_point.x = Math::remap(center_point.x, 0, 1, region_rect.position.x / atlas_size.x, (region_rect.position.x + region_rect.size.x) / atlas_size.x); - center_point.y = Math::remap(center_point.y, 0, 1, region_rect.position.y / atlas_size.y, (region_rect.position.y + region_rect.size.y) / atlas_size.y); - } uvs.push_back(center_point); Vector colors;