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MLEM/MLEM.Ui/Elements/Slider.cs

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using Microsoft.Xna.Framework;
using MLEM.Maths;
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namespace MLEM.Ui.Elements {
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/// <summary>
/// A slider element for use inside of a <see cref="UiSystem"/>.
/// A slider is a horizontal <see cref="ScrollBar"/> whose value can additionally be controlled using the <see cref="UiControls.LeftButtons"/> and <see cref="UiControls.RightButtons"/>.
/// </summary>
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public class Slider : ScrollBar {
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/// <summary>
/// Creates a new slider with the given settings
/// </summary>
/// <param name="anchor">The slider's anchor</param>
/// <param name="size">The slider's size</param>
/// <param name="scrollerSize">The size of the slider's scroller indicator</param>
/// <param name="maxValue">The slider's maximum value</param>
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public Slider(Anchor anchor, Vector2 size, int scrollerSize, float maxValue) :
base(anchor, size, scrollerSize, maxValue, true) {
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this.CanBeSelected = true;
this.GetGamepadNextElement = (dir, next) => {
if (dir == Direction2.Left || dir == Direction2.Right)
return null;
return next;
};
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}
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/// <inheritdoc />
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public override void Update(GameTime time) {
base.Update(time);
if (this.IsSelectedActive) {
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if (this.CurrentValue > 0 && this.Controls.LeftButtons.TryConsumePressed(this.Input, this.Controls.GamepadIndex)) {
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this.CurrentValue -= this.StepPerScroll;
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} else if (this.CurrentValue < this.MaxValue && this.Controls.RightButtons.TryConsumePressed(this.Input, this.Controls.GamepadIndex)) {
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this.CurrentValue += this.StepPerScroll;
}
}
}
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}
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}