A simple yet powerful library for controlling graphical displays. Multiple display controllers are supported using inheritance.
Dependents: mbed_rifletool Hexi_Bubble_Game Hexi_Catch-the-dot_Game Hexi_Acceleromagnetic_Synth
NOTE: This library is in beta right now. As far as I know, everything here works, but there are many features that are lacking so far. Most notably containers, button handling, and display drivers other than the SSD1306.
Controls/ProgressBar.h
- Committer:
- neilt6
- Date:
- 2014-05-27
- Revision:
- 3:a8f72d4864e6
- Parent:
- 2:bbfc18022ee5
File content as of revision 3:a8f72d4864e6:
/* NeatGUI Library * Copyright (c) 2014 Neil Thiessen * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef PROGRESS_BAR_H #define PROGRESS_BAR_H #include "mbed.h" #include "Control.h" #include "Font.h" /** ProgressBar class. * Used to a percentage as a bar. */ class ProgressBar : public Control { public: /** Create a ProgressBar object with the specified size, position, and font * * @param x The X coordinate of the ProgressBar. * @param y The Y coordinate of the ProgressBar. * @param w The width of the ProgressBar. * @param h The height of the ProgressBar. * @param fnt The font to draw text with. */ ProgressBar(int x, int y, int w, int h, Font *fnt); /** Get the current value of the ProgressBar * * @returns The current value as a percentage (0.0 to 1.0). */ float value(); /** Set the value of the ProgressBar * * @param v The new progress bar value as a percentage (0.0 to 1.0). */ void value(float v); /** Paint the ProgressBar on the specified canvas * * @param canvas Pointer to the canvas to paint on. */ virtual void paint(Canvas* canvas); protected: //Internal variables float m_Value; }; #endif