Progress bars with an initial value whose value does not get changed every frame did not render correctly
Moving some code around so we removed some from here
this.bContinuous = bContinuous; if (this.bContinuous) style = Style.Continuous; else style = Style.Blocks; }
Added it back here
area.Width = (int)Width; area.Height = (int)Height;
numberOfBlocks = progressBar.Width / blockWidth;
sourceRect = new Rectangle(0, 0, progressBar.Width, progressBar.Height); destRect = new Rectangle((int)Position.X + 2, (int)Position.Y + 2, (int)(progressBar.Width * value / 100f), progressBar.Height);
And copied some here
pixel = new Color[progressBar.Width * progressBar.Height];
int totalBlocks = (int)System.Math.Round((float)numberOfBlocks * ((float)value / 100f));
destRect.Width = blockWidth * totalBlocks; sourceRect.Width = destRect.Width;
for (int y = 0; y < progressBar.Height; y++) { for (int x = 0; x < progressBar.Width; x++) {
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Progress bars with an initial value whose value does not get changed every frame did not render correctly
Moving some code around so we removed some from here
this.bContinuous = bContinuous;
if (this.bContinuous)
style = Style.Continuous;
else
style = Style.Blocks;
}
Added it back here
area.Width = (int)Width;
area.Height = (int)Height;
numberOfBlocks = progressBar.Width / blockWidth;
sourceRect = new Rectangle(0, 0, progressBar.Width, progressBar.Height);
destRect = new Rectangle((int)Position.X + 2, (int)Position.Y + 2, (int)(progressBar.Width * value / 100f), progressBar.Height);
And copied some here
pixel = new Color[progressBar.Width * progressBar.Height];
int totalBlocks = (int)System.Math.Round((float)numberOfBlocks * ((float)value / 100f));
destRect.Width = blockWidth * totalBlocks;
sourceRect.Width = destRect.Width;
for (int y = 0; y < progressBar.Height; y++)
{
for (int x = 0; x < progressBar.Width; x++)
{