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https://github.com/Ellpeck/MLEM.git
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fixed progress bars overshooting their ninepatch areas
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parent
b44ae420fc
commit
026b79b61e
2 changed files with 21 additions and 2 deletions
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@ -36,8 +36,10 @@ namespace MLEM.Ui.Elements {
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batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha, this.Scale);
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batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha, this.Scale);
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var percentage = this.CurrentValue / this.MaxValue;
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var percentage = this.CurrentValue / this.MaxValue;
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var width = (percentage * this.DisplayArea.Width).Floor();
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var padHor = this.ProgressTexture != null ? (this.ProgressTexture.PaddingLeft + this.ProgressTexture.PaddingRight) * this.Scale : 0;
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var height = (percentage * this.DisplayArea.Height).Floor();
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var padVer = this.ProgressTexture != null ? (this.ProgressTexture.PaddingTop + this.ProgressTexture.PaddingBottom) * this.Scale : 0;
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var width = (percentage * (this.DisplayArea.Width - padHor) + padHor).Floor();
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var height = (percentage * (this.DisplayArea.Height - padVer) + padVer).Floor();
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Rectangle progressArea;
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Rectangle progressArea;
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switch (this.Direction) {
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switch (this.Direction) {
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case Direction2.Up:
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case Direction2.Up:
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@ -1,9 +1,11 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Cameras;
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using MLEM.Cameras;
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using MLEM.Extended.Extensions;
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using MLEM.Extended.Extensions;
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using MLEM.Extended.Tiled;
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using MLEM.Extended.Tiled;
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using MLEM.Font;
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using MLEM.Font;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Startup;
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using MLEM.Textures;
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using MLEM.Textures;
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using MLEM.Ui;
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using MLEM.Ui;
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@ -17,6 +19,7 @@ namespace Sandbox {
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private Camera camera;
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private Camera camera;
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private TiledMap map;
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private TiledMap map;
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private IndividualTiledMapRenderer mapRenderer;
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private IndividualTiledMapRenderer mapRenderer;
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private ProgressBar progress;
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public GameImpl() {
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public GameImpl() {
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this.IsMouseVisible = true;
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this.IsMouseVisible = true;
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@ -49,6 +52,20 @@ namespace Sandbox {
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this.UiSystem.Add("Root", root);
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this.UiSystem.Add("Root", root);
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var group = root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 10)));
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var group = root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 10)));
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group.AddChild(new Button(Anchor.AutoLeft, Vector2.One, "Test text"));
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group.AddChild(new Button(Anchor.AutoLeft, Vector2.One, "Test text"));
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this.progress = new ProgressBar(Anchor.Center, new Vector2(0.8F, 0.5F), Direction2.Down, 1) {
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HasCustomStyle = true,
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Texture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
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Color = Color.White,
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ProgressTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
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ProgressColor = Color.White
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};
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this.UiSystem.Add("Progress", this.progress);
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}
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protected override void Update(GameTime gameTime) {
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base.Update(gameTime);
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this.progress.CurrentValue = (float) (Math.Sin(gameTime.TotalGameTime.TotalSeconds/2) + 1) / 2;
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}
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}
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protected override void DoDraw(GameTime gameTime) {
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protected override void DoDraw(GameTime gameTime) {
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