181 lines
5.6 KiB
C#
181 lines
5.6 KiB
C#
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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using System;
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namespace FlaxEngine.GUI
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{
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/// <summary>
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/// Progress bar control shows visual progress of the action or set of actions.
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/// </summary>
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/// <seealso cref="FlaxEngine.GUI.Control" />
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public class ProgressBar : ContainerControl
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{
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/// <summary>
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/// The value.
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/// </summary>
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protected float _value;
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/// <summary>
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/// The current value (used to apply smooth progress changes).
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/// </summary>
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protected float _current;
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/// <summary>
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/// The minimum progress value.
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/// </summary>
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protected float _minimum;
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/// <summary>
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/// The maximum progress value.
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/// </summary>
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protected float _maximum = 100;
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/// <summary>
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/// Gets or sets the value smoothing scale (0 to not use it).
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/// </summary>
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[EditorOrder(40), Limit(0, 100, 0.1f), Tooltip("The value smoothing scale (0 to not use it).")]
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public float SmoothingScale { get; set; } = 1;
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/// <summary>
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/// Gets a value indicating whether use progress value smoothing.
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/// </summary>
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public bool UseSmoothing => !Mathf.IsZero(SmoothingScale);
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/// <summary>
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/// Gets or sets the minimum value.
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/// </summary>
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[EditorOrder(20), Tooltip("The minimum progress value.")]
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public float Minimum
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{
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get => _minimum;
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set
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{
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if (value > _maximum)
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throw new ArgumentOutOfRangeException();
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_minimum = value;
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if (Value < _minimum)
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Value = _minimum;
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}
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}
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/// <summary>
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/// Gets or sets the maximum value.
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/// </summary>
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[EditorOrder(30), Tooltip("The maximum progress value.")]
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public float Maximum
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{
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get => _maximum;
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set
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{
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if (value < _minimum || Mathf.IsZero(value))
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throw new ArgumentOutOfRangeException();
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_maximum = value;
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if (Value > _maximum)
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Value = _maximum;
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}
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}
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/// <summary>
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/// Gets or sets the value.
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/// </summary>
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[EditorOrder(10), Tooltip("The current progress value.")]
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public float Value
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{
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get => _value;
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set
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{
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value = Mathf.Clamp(value, _minimum, _maximum);
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if (!Mathf.NearEqual(value, _value))
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{
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_value = value;
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if (!UseSmoothing)
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{
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_current = _value;
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}
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}
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}
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}
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/// <summary>
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/// Gets or sets the margin for the progress bar rectangle within the control bounds.
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/// </summary>
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[EditorDisplay("Style"), EditorOrder(2000), Tooltip("The margin for the progress bar rectangle within the control bounds.")]
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public Margin BarMargin { get; set; }
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/// <summary>
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/// Gets or sets the color of the progress bar rectangle.
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/// </summary>
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[EditorDisplay("Style"), EditorOrder(2000), Tooltip("The color of the progress bar rectangle.")]
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public Color BarColor { get; set; }
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/// <summary>
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/// Gets or sets the brush used for progress bar drawing.
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/// </summary>
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[EditorDisplay("Style"), EditorOrder(2000), Tooltip("The brush used for progress bar drawing.")]
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public IBrush BarBrush { get; set; }
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/// <summary>
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/// Initializes a new instance of the <see cref="ProgressBar"/> class.
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/// </summary>
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public ProgressBar()
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: this(0, 0, 120)
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="ProgressBar"/> class.
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/// </summary>
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public ProgressBar(float x, float y, float width, float height = 28)
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: base(x, y, width, height)
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{
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AutoFocus = false;
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var style = Style.Current;
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BackgroundColor = style.Background;
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BarColor = style.ProgressNormal;
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BarMargin = new Margin(1);
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}
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/// <inheritdoc />
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public override void Update(float deltaTime)
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{
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if (Visible)
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{
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// Value smoothing
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var value = _value;
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if (Mathf.Abs(_current - _value) > 0.01f)
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{
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// Lerp or not if running slow
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bool isDeltaSlow = deltaTime > (1 / 20.0f);
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if (!isDeltaSlow && UseSmoothing)
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value = Mathf.Lerp(_current, _value, Mathf.Saturate(deltaTime * 5.0f * SmoothingScale));
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_current = value;
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}
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else
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{
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_current = _value;
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}
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}
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base.Update(deltaTime);
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}
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/// <inheritdoc />
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public override void DrawSelf()
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{
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base.DrawSelf();
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float progressNormalized = (_current - _minimum) / _maximum;
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if (progressNormalized > 0.001f)
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{
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var barRect = new Rectangle(0, 0, Width * progressNormalized, Height);
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BarMargin.ShrinkRectangle(ref barRect);
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if (BarBrush != null)
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BarBrush.Draw(barRect, BarColor);
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else
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Render2D.FillRectangle(barRect, BarColor);
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}
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}
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}
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}
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