ProgressBar.cs :  » Game » RealmForge » CrayzEdsGui » Base » Widgets » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » CrayzEdsGui » Base » Widgets » ProgressBar.cs
#region LGPL License

/*************************************************************************
    Crazy Eddie's GUI System (http://crayzedsgui.sourceforge.net)
    Copyright (C)2004 Paul D Turner (crayzed@users.sourceforge.net)
  
  C# Port developed by Chris McGuirk (leedgitar@latenitegames.com)
  Compatible with the Axiom 3D Engine (http://axiomengine.sf.net)

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*************************************************************************/

#endregion LGPL License

using System;

namespace CrayzEdsGui.Base.Widgets{
  /// <summary>
  ///    Base class for progress bars.
  /// </summary>
  public abstract class ProgressBar : Window {
    #region Fields

    /// <summary>
    ///    Current progress (from 0 to 1)
    /// </summary>
    protected float progress;
    /// <summary>
    ///    Amount to 'step' progress by on a call to <see cref="Step"/>.
    /// </summary>
    protected float step;

    #endregion Fields

    #region Constructor

    /// <summary>
    ///    Constructor.
    /// </summary>
    /// <param name="type"></param>
    /// <param name="name"></param>
    public ProgressBar(string name) : base(name) {
      step = 0.01f;
    }

    #endregion Constructor

    #region Properties

    /// <summary>
    ///    Get/Set the current level of progress.
    /// </summary>
    /// <remarks>
    ///    If this value is > 1.0f (100%) progress will be limited to 1.0f.
    /// </remarks>
    /// <value>Value between 0.0f and 1.0f indicating current progress.</value>
    [WidgetProperty( "CurrentProgress" )]
    public float Progress
    {
      get {
        return progress;
      }
      set {
        // legal progress range is : 0.0f <= progress <= 1.0f
        float newProgress = (value < 0.0f) ? 0.0f : (value > 1.0f) ? 1.0f : value;

        if (newProgress != progress) {
          // update progress and fire off event.
          progress = newProgress;

          OnProgressChanged(new WindowEventArgs(this));

          // if new progress is 100%, fire off the 'done' event as well.
          if (progress == 1.0f) {
            OnProgressDone(new WindowEventArgs(this));
          }
        }
      }
    }

    /// <summary>
    ///    Get/Set the size of the 'step' (in percentage points).
    /// </summary>
    /// <value>Default is 0.01f or 1%.</value>
    [WidgetProperty( "StepSize" )]
    public float StepSize
    {
      get {
        return step;
      }
      set {
        step = value;
      }
    }

    #endregion Properties

    #region Methods

    /// <summary>
    ///    Modify the progress level by a specified delta.
    /// </summary>
    /// <param name="delta">
    ///    Amount to adjust the progress by.  Whatever this value is, the progress of the bar will be kept
    ///    within the range: [0.0f, 1.0f]
    /// </param>
    public void AdjustProgress(float delta) {
      Progress = progress + delta;
    }

    /// <summary>
    ///    Cause the progress to step.
    /// </summary>
    /// <remarks>
    ///    The amount the progress bar will step can be changed via the <see cref="StepSize"/> property.  The
    ///    default step size is 0.01f which is equal to 1%.
    /// </remarks>
    public void Step() {
      Progress = progress + step;
    }

    #endregion Methods

    #region Events

    #region Event Declarations

    /// <summary>
    ///    Triggered when the progress changes.
    /// </summary>
    public event WindowEventHandler ProgressChanged;

    /// <summary>
    ///    Triggered when the progress reaches 100%.
    /// </summary>
    public event WindowEventHandler ProgressDone;

    #endregion Event Declarations

    #region Trigger Methods

    /// <summary>
    ///    Event triggered when progress changes.
    /// </summary>
    /// <param name="e">Event arguments.</param>
    protected internal virtual void OnProgressChanged(WindowEventArgs e) {
      RequestRedraw();
      if(ProgressChanged != null) {
        ProgressChanged(this, e);
      }
    }

    /// <summary>
    ///    Event triggered when progress is complete.
    /// </summary>
    /// <param name="e">Event arguments.</param>
    protected internal virtual void OnProgressDone(WindowEventArgs e) {
      if(ProgressDone != null) {
        ProgressDone(this, e);
      }
    }

    #endregion Trigger Methods

    #endregion Events
  }
}
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