public void Reset() { switch (_currentProgressBarDirection) { case ProgressBarDirection.LoadingRight: _currentProgressBarDirection = ProgressBarDirection.LoadingDown; _barRectangle.Height = 0; _barRectangle.Width = _widthWhenComplete; break; case ProgressBarDirection.LoadingLeft: _currentProgressBarDirection = ProgressBarDirection.LoadingUp; _barRectangle.Height = _heightWhenComplete; _barRectangle.Width = _widthWhenComplete; break; case ProgressBarDirection.LoadingUp: _currentProgressBarDirection = ProgressBarDirection.LoadingRight; _barRectangle.Height = _heightWhenComplete; _barRectangle.Width = _widthWhenComplete; break; case ProgressBarDirection.LoadingDown: _currentProgressBarDirection = ProgressBarDirection.LoadingLeft; _barRectangle.Height = _heightWhenComplete; _barRectangle.Width = _widthWhenComplete; break; } }
public ProgressBar( Rectangle positionAndSize, Color color, float maxValue) { _barRectangle = positionAndSize; _widthWhenComplete = positionAndSize.Width; _heightWhenComplete = positionAndSize.Height; _currentValue = 0; Color = color; _currentProgressBarDirection = ProgressBarDirection.LoadingUp; MaxValue = maxValue; }
/// <summary> /// Constructor for Extended Bar /// </summary> /// <param name="m_Edge">The m edge.</param> /// <param name="m_EdgeColor">Color of the m edge.</param> /// <param name="m_EdgeLightColor">Color of the m edge light.</param> /// <param name="m_EdgeWidth">Width of the m edge.</param> /// <param name="m_FloodStyle">The m flood style.</param> /// <param name="m_float_BarFlood">The m float bar flood.</param> /// <param name="m_int_BarOffset">The m int bar offset.</param> /// <param name="m_int_DashWidth">Width of the m int dash.</param> /// <param name="m_int_DashSpace">The m int dash space.</param> /// <param name="m_Style">The m style.</param> /// <param name="m_Color1">The m color1.</param> /// <param name="m_Color2">The m color2.</param> /// <param name="m_color_Back">The m color back.</param> /// <param name="m_int_Step">The m int step.</param> /// <param name="m_bool_Shadow">if set to <c>true</c> [m bool shadow].</param> /// <param name="m_int_ShadowOffset">The m int shadow offset.</param> /// <param name="m_bool_Antialias">if set to <c>true</c> [m bool antialias].</param> /// <param name="m_color_Shadow">The m color shadow.</param> /// <param name="m_color_Caption">The m color caption.</param> /// <param name="m_CaptionMode">The m caption mode.</param> /// <param name="m_str_Caption">The m string caption.</param> /// <param name="m_bool_ChangeByMouse">if set to <c>true</c> [m bool change by mouse].</param> /// <param name="m_bool_Invert">if set to <c>true</c> [m bool invert].</param> /// <param name="m_Direction">The m direction.</param> /// <param name="m_int_Minimum">The m int minimum.</param> /// <param name="ExtendedProgress_interval">The extended progress interval.</param> public ProgressInput( //ProgressType progressType, //ProgressBar solidBars, ProgressBarEdge m_Edge, Color m_EdgeColor, Color m_EdgeLightColor, int m_EdgeWidth, ProgressFloodStyle m_FloodStyle, float m_float_BarFlood, int m_int_BarOffset, int m_int_DashWidth, int m_int_DashSpace, ProgressStyle m_Style, Color m_Color1, Color m_Color2, Color m_color_Back, int m_int_Step, bool m_bool_Shadow, int m_int_ShadowOffset, bool m_bool_Antialias, Color m_color_Shadow, Color m_color_Caption, ProgressCaptionMode m_CaptionMode, String m_str_Caption, bool m_bool_ChangeByMouse, bool m_bool_Invert, ProgressBarDirection m_Direction, int m_int_Minimum, int ExtendedProgress_interval ) : this( //ProgressType.Bar, //CircularProgress.SupremeCircle, ProgressBar.RPExtendedProgress, //ProgressIndicator.CircularIndeterminate, SmoothingMode.HighQuality, TextRenderingHint.AntiAlias, PeaceAnimatorEasing.BounceEaseIn, transparencyEasingType.BounceEaseIn, ZeroitThematicProgress.HatchBrushType.ForwardDiagonal, false, false, false, false, false, "%", Color.FromArgb(254, 84, 84), Color.DeepPink, 0, 100, 5000, 10, 10, 270) { //this.progressType = progressType; //this.solidBars = solidBars; this.m_Edge = m_Edge; this.m_EdgeColor = m_EdgeColor; this.m_EdgeLightColor = m_EdgeLightColor; this.m_EdgeWidth = m_EdgeWidth; this.m_FloodStyle = m_FloodStyle; this.m_float_BarFlood = m_float_BarFlood; this.m_int_BarOffset = m_int_BarOffset; this.m_int_DashWidth = m_int_DashWidth; this.m_int_DashSpace = m_int_DashSpace; this.m_Style = m_Style; this.m_Color1 = m_Color1; this.m_Color2 = m_Color2; this.m_color_Back = m_color_Back; this.m_int_Step = m_int_Step; this.m_bool_Shadow = m_bool_Shadow; this.m_int_ShadowOffset = m_int_ShadowOffset; this.m_bool_Antialias = m_bool_Antialias; this.m_color_Shadow = m_color_Shadow; this.m_color_Caption = m_color_Caption; this.m_CaptionMode = m_CaptionMode; this.m_str_Caption = m_str_Caption; this.m_bool_ChangeByMouse = m_bool_ChangeByMouse; this.m_bool_Invert = m_bool_Invert; this.m_Direction = m_Direction; this.m_int_Minimum = m_int_Minimum; this.ExtendedProgress_interval = ExtendedProgress_interval; }