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Thanks 馃憤
You're most welcome. I'm happy that you appreciate my post.
Hello julian. After losimng long time ive found your blog and its what iwant. You writed it perfecrly. Now i have a problem for making my own progressbar. My progressbar is somthing like motorcycle throtle meter wich shows rpm in ramped progressbar so how i create this type progressbar can you help me? I will so happy
Hi Hosein. I'm glad that my post helped you. I don't know what exactly you want to develop, but I don't provide free custom development services. I'm available for hire for custom development. Any code and tutorials that I provide here are for free, but I write them based on my own needs and experiences that I share with the community. Please understand that my time is limited as I also work on paid projects for clients. If you need further assistance with development tasks, you may want to write a Stack Overflow question detailing the issues you're seeing. Myself or other developers may be able to help you there.
Hello. A couple of comments. You don't mention in this writing that it is necessary to add the ProgressBarHandler class, even though it is empty. I did the exercise in MUAI .NET 7, and it was necessary to do this.
Also, I suggest that IgnorePixelScaling = true, since it doesn't render with the precise units on high resolution monitors without scaling 100.
Great article. Thanks for sharing.
Hi Harvey. Thank you for your comments, I'm glad you enjoyed the article. About the handler class. You can either register an empty ProgressBarHandler
class that inherits from SKCanvasViewHandler
or you can just use the SKCanvasViewHandler
class directly to register the component, like I did in the article:
h.AddHandler<ProgressBar, SKCanvasViewHandler>();
In the sample repository, I indeed used the ProgressBarHandler
class instead.