// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEngine.GUI
{
///
/// Progress bar control shows visual progress of the action or set of actions.
///
///
public class ProgressBar : Control
{
///
/// The value.
///
protected float _value;
///
/// The current value (used to apply smooth progress changes).
///
protected float _current;
///
/// The minimum progress value.
///
protected float _minimum;
///
/// The maximum progress value.
///
protected float _maximum = 100;
///
/// Gets or sets the value smoothing scale (0 to not use it).
///
[EditorOrder(40), Limit(0, 100, 0.1f), Tooltip("The value smoothing scale (0 to not use it).")]
public float SmoothingScale { get; set; } = 1;
///
/// Gets a value indicating whether use progress value smoothing.
///
///
/// true if use progress value smoothing; otherwise, false.
///
public bool UseSmoothing => !Mathf.IsZero(SmoothingScale);
///
/// Gets or sets the minimum value.
///
[EditorOrder(20), Tooltip("The minimum progress value.")]
public float Minimum
{
get => _minimum;
set
{
if (value > _maximum)
throw new ArgumentOutOfRangeException();
_minimum = value;
if (Value < _minimum)
Value = _minimum;
}
}
///
/// Gets or sets the maximum value.
///
[EditorOrder(30), Tooltip("The maximum progress value.")]
public float Maximum
{
get => _maximum;
set
{
if (value < _minimum || Mathf.IsZero(value))
throw new ArgumentOutOfRangeException();
_maximum = value;
if (Value > _maximum)
Value = _maximum;
}
}
///
/// Gets or sets the value.
///
[EditorOrder(10), Tooltip("The current progress value.")]
public float Value
{
get => _value;
set
{
value = Mathf.Clamp(value, _minimum, _maximum);
if (!Mathf.NearEqual(value, _value))
{
_value = value;
// Check if skip smoothing
if (!UseSmoothing)
{
_current = _value;
}
}
}
}
///
/// Gets or sets the margin for the progress bar rectangle within the control bounds.
///
[EditorDisplay("Style"), EditorOrder(2000), Tooltip("The margin for the progress bar rectangle within the control bounds.")]
public Margin BarMargin { get; set; }
///
/// Gets or sets the color of the progress bar rectangle.
///
[EditorDisplay("Style"), EditorOrder(2000), Tooltip("The color of the progress bar rectangle.")]
public Color BarColor { get; set; }
///
/// Initializes a new instance of the class.
///
public ProgressBar()
: this(0, 0, 120)
{
}
///
/// Initializes a new instance of the class.
///
public ProgressBar(float x, float y, float width, float height = 28)
: base(x, y, width, height)
{
AutoFocus = false;
var style = Style.Current;
BackgroundColor = style.Background;
BarColor = style.ProgressNormal;
BarMargin = new Margin(1);
}
///
public override void Update(float deltaTime)
{
bool isDeltaSlow = deltaTime > (1 / 20.0f);
// Ensure progress bar is visible
if (Visible)
{
// Value smoothing
if (Mathf.Abs(_current - _value) > 0.01f)
{
// Lerp or not if running slow
float value;
if (!isDeltaSlow && UseSmoothing)
value = Mathf.Lerp(_current, _value, Mathf.Saturate(deltaTime * 5.0f * SmoothingScale));
else
value = _value;
_current = value;
}
}
base.Update(deltaTime);
}
///
public override void Draw()
{
base.Draw();
float progressNormalized = (_current - _minimum) / _maximum;
if (progressNormalized > 0.001f)
{
var barRect = new Rectangle(0, 0, Width * progressNormalized, Height);
BarMargin.ShrinkRectangle(ref barRect);
Render2D.FillRectangle(barRect, BarColor);
}
}
}
}