1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214
|
/**
BarProgressBar
Shows progress.
Can also show a custom ID.
additional data the bar takes through the "data" parameter:
bars: number of bars
color: color of filled bars
back_color: color of empty bars
graphics_name: graphics name of filled bars
back_graphics_name: graphics name of empty bars
size: size of the bar 1000 = 100%
image: id to use as bar graphics
fade_speed: after the time-out the bar starts to fade, this can specify the speed. standard: 5
*/
local Name = "$Name$";
local Description = "$Description$";
local maximum, current, timeout_time;
local bars;
local color, back_color, number_of_bars, size;
local graphics_name, back_graphics_name;
local image, fade_speed;
local current_clr;
local active_overlay;
local ActMap=
{
Attach =
{
Prototype = Action,
Name="Attach",
Procedure=DFA_ATTACH,
NextAction="Be",
Length=1,
FacetBase=1,
AbortCall = "AttachTargetLost"
}
};
func BarID()
{
return GetID();
}
func Init(to, max, cur, timeout, offset, visibility, data)
{
maximum = max;
current = cur;
timeout_time = timeout;
bars = [];
number_of_bars = data.bars ?? 10;
graphics_name = data.graphics_name;
back_graphics_name = data.back_graphics_name;
color = data.color;
back_color = data.back_color;
if(!color)
{
if(graphics_name)
color = RGB(255,255,255);
else
color = RGB(1, 255, 1);
}
if(!back_color)
{
if(back_graphics_name)
back_color = RGB(255,255,255);
else
back_color = RGBa(1, 1, 1, 150);
}
size = data.size ?? 1000;
image = data.image ?? nil;
fade_speed = data.fade_speed ?? 5;
if(timeout_time)
{
var e = AddEffect("TimeOut", this, 1, 5, this);
e.t = timeout_time;
}
bars[0] = this;
for(var i = 1; i < number_of_bars; ++i)
{
bars[i] = CreateObjectAbove(GetID(), 0, 0, GetOwner());
}
var cnt = 0;
for(var obj in bars)
{
if(image != nil)
{
obj->SetObjDrawTransform(1, 0, 0, 0, 1); // deactivate overlay 0
obj->SetGraphics(nil, image, 1, GFXOV_MODE_IngamePicture, nil, nil);
obj.active_overlay = 1;
}
obj->Set(to, cnt, number_of_bars, size, offset, visibility);
++cnt;
}
Update();
}
func FxTimeOutTimer(target, effect, time)
{
effect.t -= effect.Interval;
if(effect.t > 0) return 1;
var a = 255 - fade_speed * Abs(effect.t);
if(a <= 20) {Close(); return -1;}
else SetFade(a);
return 1;
}
func Update()
{
var l = GetLength(bars);
var p = (current * 100) / maximum;
var last_colored = (l * p) / 100;
for(var i = 0; i < l; ++i)
{
var obj = bars[i];
if(i >= last_colored)
{
obj.current_clr = back_color;
obj->SetClrModulation(back_color, active_overlay);
obj->SetGraphics(back_graphics_name, image, active_overlay, GFXOV_MODE_IngamePicture, nil, nil);
continue;
}
obj.current_clr = color;
obj->SetClrModulation(color, active_overlay);
obj->SetGraphics(graphics_name, image, active_overlay, GFXOV_MODE_IngamePicture, nil, nil);
}
}
func Close()
{
RemoveObject();
}
func Destruction()
{
if(GetType(bars) == C4V_Array)
for(var i = GetLength(bars) - 1; i > 0; --i) // off-by-one on purpose
{
var obj = bars[i];
if(obj)
obj->RemoveObject();
}
}
func SetValue(int to)
{
current = BoundBy(to, 0, maximum);;
var e = GetEffect("TimeOut", this);
if(e)
e.t = timeout_time;
Update();
}
func DoValue(int change)
{
SetValue(current + change);
}
func Initialize()
{
}
func AttachTargetLost()
{
return RemoveObject();
}
func Set(to, number, max_num, size, offset, visibility)
{
SetAction("Attach", to);
var x = 0 - offset.x;
var y = (6 * number * size) / 1000 - offset.y;
SetPosition(GetX() - x, GetY() - y + 8); // for good position in first frame
SetVertexXY(0, x + to->GetVertex(0, VTX_X), y + to->GetVertex(0, VTX_Y));
SetObjDrawTransform(size, 0, 0, 0, size, (6 * (1000 - size)), active_overlay);
this.Visibility = visibility;
}
func SetFade(int a)
{
for(var bar in bars)
{
var t_a = BoundBy(((bar.current_clr >> 24)) + a, 0, 255);
var clr = (bar.current_clr & 0xffffff) + (t_a << 24);
bar->SetClrModulation(clr, active_overlay);
}
}
func SetPlane(int to)
{
// called on a slave?
if(GetType(bars) != C4V_Array) return;
for(var bar in bars)
bar.Plane = to;
}
|