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Gui dialogs (#410)
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
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@@ -2,12 +2,12 @@
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namespace MonoGame.Extended.Particles.Modifiers
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{
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public class DragModifier : IModifier
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public class DragModifier : Modifier
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{
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public float DragCoefficient { get; set; } = 0.47f;
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public float Density { get; set; } = .5f;
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public unsafe void Update(float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
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public override unsafe void Update(float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
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{
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while (iterator.HasNext)
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{
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