Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/Controls/GuiProgressBar.cs
T
Dylan WilsonandGitHub b3a631aff5 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
2017-07-22 21:22:13 +10:00

46 lines
1.3 KiB
C#

using System;
using Microsoft.Xna.Framework;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Gui.Controls
{
public class GuiProgressBar : GuiControl
{
public GuiProgressBar()
{
}
public GuiProgressBar(GuiSkin skin)
: base(skin)
{
}
private float _progress = 1.0f;
public float Progress
{
get { return _progress; }
set
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if(_progress != value)
{
_progress = value;
ProgressChanged?.Invoke(this, EventArgs.Empty);
}
}
}
public TextureRegion2D BarRegion { get; set; }
public event EventHandler ProgressChanged;
protected override void DrawBackground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
{
base.DrawBackground(context, renderer, deltaSeconds);
var boundingRectangle = BoundingRectangle;
var clippingRectangle = new Rectangle(boundingRectangle.X, boundingRectangle.Y, (int)(boundingRectangle.Width * Progress), boundingRectangle.Height);
renderer.DrawRegion(BarRegion, BoundingRectangle, Color, clippingRectangle);
}
}
}