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42 lines
1.8 KiB
C#
42 lines
1.8 KiB
C#
using Microsoft.Xna.Framework;
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using MLEM.Maths;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// A slider element for use inside of a <see cref="UiSystem"/>.
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/// 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"/>.
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/// </summary>
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public class Slider : ScrollBar {
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/// <summary>
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/// Creates a new slider with the given settings
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/// </summary>
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/// <param name="anchor">The slider's anchor</param>
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/// <param name="size">The slider's size</param>
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/// <param name="scrollerSize">The size of the slider's scroller indicator</param>
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/// <param name="maxValue">The slider's maximum value</param>
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public Slider(Anchor anchor, Vector2 size, int scrollerSize, float maxValue) :
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base(anchor, size, scrollerSize, maxValue, true) {
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this.CanBeSelected = true;
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this.GetGamepadNextElement = (dir, next) => {
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if (dir == Direction2.Left || dir == Direction2.Right)
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return null;
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return next;
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};
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}
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/// <inheritdoc />
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public override void Update(GameTime time) {
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base.Update(time);
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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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}
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}
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}
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}
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