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fixed progress bars overshooting their ninepatch areas

This commit is contained in:
Ellpeck 2019-09-25 16:39:17 +02:00
parent b44ae420fc
commit 026b79b61e
2 changed files with 21 additions and 2 deletions

View file

@ -36,8 +36,10 @@ namespace MLEM.Ui.Elements {
batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha, this.Scale);
var percentage = this.CurrentValue / this.MaxValue;
var width = (percentage * this.DisplayArea.Width).Floor();
var height = (percentage * this.DisplayArea.Height).Floor();
var padHor = this.ProgressTexture != null ? (this.ProgressTexture.PaddingLeft + this.ProgressTexture.PaddingRight) * this.Scale : 0;
var padVer = this.ProgressTexture != null ? (this.ProgressTexture.PaddingTop + this.ProgressTexture.PaddingBottom) * this.Scale : 0;
var width = (percentage * (this.DisplayArea.Width - padHor) + padHor).Floor();
var height = (percentage * (this.DisplayArea.Height - padVer) + padVer).Floor();
Rectangle progressArea;
switch (this.Direction) {
case Direction2.Up:

View file

@ -1,9 +1,11 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Cameras;
using MLEM.Extended.Extensions;
using MLEM.Extended.Tiled;
using MLEM.Font;
using MLEM.Misc;
using MLEM.Startup;
using MLEM.Textures;
using MLEM.Ui;
@ -17,6 +19,7 @@ namespace Sandbox {
private Camera camera;
private TiledMap map;
private IndividualTiledMapRenderer mapRenderer;
private ProgressBar progress;
public GameImpl() {
this.IsMouseVisible = true;
@ -49,6 +52,20 @@ namespace Sandbox {
this.UiSystem.Add("Root", root);
var group = root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 10)));
group.AddChild(new Button(Anchor.AutoLeft, Vector2.One, "Test text"));
this.progress = new ProgressBar(Anchor.Center, new Vector2(0.8F, 0.5F), Direction2.Down, 1) {
HasCustomStyle = true,
Texture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
Color = Color.White,
ProgressTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
ProgressColor = Color.White
};
this.UiSystem.Add("Progress", this.progress);
}
protected override void Update(GameTime gameTime) {
base.Update(gameTime);
this.progress.CurrentValue = (float) (Math.Sin(gameTime.TotalGameTime.TotalSeconds/2) + 1) / 2;
}
protected override void DoDraw(GameTime gameTime) {