nodesnim/nodescontrol/texture_progress_bar

It provides convenient display progress.

Types

TextureProgressBarObj = object of ControlPtr
  max_value*, value*: uint
  progress_texture*, back_texture*: GlTextureObj
TextureProgressBarPtr = ptr TextureProgressBarObj

Procs

proc TextureProgressBar(name: string; variable: var TextureProgressBarObj): TextureProgressBarPtr {...}{.
    raises: [], tags: [].}

Creates a new TextureProgressBar pointer.

Arguments:

  • name is a node name.
  • variable is a TextureProgressBarObj variable.

Examples:

var
  pobj: TextureProgressBarObj
  p = TextureProgressBar("TextureProgressBar", pobj)
proc TextureProgressBar(obj: var TextureProgressBarObj): TextureProgressBarPtr {...}{.
    inline, raises: [], tags: [].}

Creates a new TextureProgressBar pointer with default node name "TextureProgressBar".

Arguments:

  • variable is a TextureProgressBarObj variable.

Examples:

var
  pobj: TextureProgressBarObj
  p = TextureProgressBar(pobj)

Methods

method draw(self: TextureProgressBarPtr; w, h: GLfloat) {...}{.
    raises: [GLerror, Exception], tags: [RootEffect].}
This uses in the window.nim.
method duplicate(self: TextureProgressBarPtr; obj: var TextureProgressBarObj): TextureProgressBarPtr {...}{.
    base, raises: [], tags: [].}
Duplicates TextureProgressBar object and create a new TextureProgressBar pointer.
method setMaxValue(self: TextureProgressBarPtr; value: uint) {...}{.base, raises: [],
    tags: [].}
Changes max value.
method setProgress(self: TextureProgressBarPtr; value: uint) {...}{.base, raises: [],
    tags: [].}
Changes progress.
method setProgressTexture(self: TextureProgressBarPtr; texture: GlTextureObj) {...}{.base,
    raises: [], tags: [].}
Changes progress texture.
method setBackgroundTexture(self: TextureProgressBarPtr; texture: GlTextureObj) {...}{.
    base, raises: [], tags: [].}
Changes background progress texture.