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/**
CustomImageProgressBar
Shows progress.
Takes an image-definition that is used as the source definition for SetGraphics.
The definition can have the callback "GetBarGraphicsName(int percent)" to return a string for a graphics file that is used for SetGraphics.
It can also have GetBarColor(int percent) to return a proplist with {r = ?, g = ?, b = ?} to get the color shown.
additional data the bar takes through the "data" parameter:
image: definition to use as graphics
size: size of the progress bar 1000 = 100%
*/
local Name = "$Name$";
local Description = "$Description$";
local current, maximum, timeout_time;
local image, size;
local lr, lg, lb, la, graphics_name;
local ActMap=
{
Attach =
{
Prototype = Action,
Name="Attach",
Procedure=DFA_ATTACH,
NextAction="Be",
Length=1,
FacetBase=1,
AbortCall = "AttachTargetLost"
}
};
func Init(to, max, cur, timeout, offset, visibility, data)
{
maximum = max;
current = cur;
timeout_time = timeout;
la = 255;
size = data.size ?? 1000;
image = data.image ?? Rock;
if(timeout_time)
{
var e = AddEffect("TimeOut", this, 1, BoundBy(timeout_time/2, 5, 35), this);
e.t = timeout_time;
}
SetAction("Attach", to);
var x = -offset.x;
var y = -offset.y;
SetPosition(GetX() - x, GetY() - y + 32); // for good position in first frame
SetVertexXY(0, x + to->GetVertex(0, VTX_X), y + to->GetVertex(0, VTX_Y));
this.Visibility = visibility;
Update();
}
func FxTimeOutTimer(target, effect, time)
{
effect.t -= effect.Interval;
if(effect.t > 0) return 1;
if(!GetEffect("FadeOut", this))
FadeOut();
return 1;
}
func FadeOut()
{
AddEffect("FadeOut", this, 1, 3, this);
}
func FxFadeOutTimer(target, effect, time)
{
if(la <= 20) return Close();
la -= 15;
SetClrModulation(RGBa(lr, lg, lb, la));
}
func Update()
{
var p = (current * 100) / maximum;
var charge = (255 * p) / 100;
var clr;
if(clr = image->~GetBarColor(p))
{
lr = clr.r;
lg = clr.g;
lb = clr.b;
}
else
{
lr = charge;
lg = 255 - charge;
lb = 255;
}
SetGraphics(image->~GetBarGraphicsName(p), image, 0, GFXOV_MODE_IngamePicture, nil, GFX_BLIT_Custom);
SetClrModulation(RGB(lr, lg, lb));
SetObjDrawTransform(size, 0, 0, 0, size);
}
func Close()
{
RemoveObject();
}
func Destruction()
{
}
func SetValue(int to)
{
current = BoundBy(to, 0, maximum);;
var e = GetEffect("TimeOut", this);
if(e)
e.t = timeout_time;
if(GetEffect("FadeOut", this))
RemoveEffect("FadeOut", this);
Update();
}
func DoValue(int change)
{
SetValue(current + change);
}
func Initialize()
{
}
func SetParallax(f)
{
if(f)
{
SetCategory(GetCategory() | C4D_Parallax);
this.Parallaxity = [0, 0];
}
else
{
SetCategory(GetCategory() & ~C4D_Parallax);
this.Parallaxity = nil;
}
return true;
}
func SetPlane(int to)
{
if(to == nil) return;
this.Plane = to;
return true;
}
func MakeHUDElement()
{
SetCategory(C4D_StaticBack | C4D_IgnoreFoW | C4D_Foreground | C4D_Parallax);
SetParallax();
}
func AttachTargetLost()
{
return RemoveObject();
}
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