mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
* 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
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.TextureAtlases;
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namespace MonoGame.Extended.Gui.Controls
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{
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public class GuiProgressBar : GuiControl
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{
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public GuiProgressBar()
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{
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}
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public GuiProgressBar(GuiSkin skin)
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: base(skin)
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{
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}
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private float _progress = 1.0f;
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public float Progress
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{
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get { return _progress; }
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set
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{
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if(_progress != value)
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{
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_progress = value;
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ProgressChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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}
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public TextureRegion2D BarRegion { get; set; }
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public event EventHandler ProgressChanged;
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protected override void DrawBackground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
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{
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base.DrawBackground(context, renderer, deltaSeconds);
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var boundingRectangle = BoundingRectangle;
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var clippingRectangle = new Rectangle(boundingRectangle.X, boundingRectangle.Y, (int)(boundingRectangle.Width * Progress), boundingRectangle.Height);
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renderer.DrawRegion(BarRegion, BoundingRectangle, Color, clippingRectangle);
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}
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}
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} |