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using System.Linq ;
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using Microsoft.Xna.Framework ;
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using Microsoft.Xna.Framework.Input ;
using MLEM.Misc ;
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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 ;
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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 . IsSelected ) {
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if ( this . Controls . LeftButtons . IsPressed ( this . Input , this . Controls . GamepadIndex ) ) {
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this . CurrentValue - = this . StepPerScroll ;
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} else if ( this . Controls . RightButtons . IsPressed ( this . Input , this . Controls . GamepadIndex ) ) {
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this . CurrentValue + = this . StepPerScroll ;
}
}
}
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}
}