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
|
/**
HUDProgressBar
Shows progress.
additional data the bar takes through the "data" parameter:
height: height of the progress bar in 10 em (10 = 1em)
text: text shown in the progress bar
color: foreground color
back_color: background color
priority: sorting order in the HUD (lower is higher)
*/
local maximum, timeout_time;
// The manager object will abuse the "current" property to keep track of the bar count.
local current = 0;
// For the manager, this is the main window ID. For the other progress bars, this is the subwindow ID.
local window_id;
// For the manager, this keeps track of the height of the bars. For the others, this is their heigth (always 10em).
local total_height = 0;
// Whether this object is a player-object (only one per player).
local is_manager = false;
public func IsManagementObject() { return is_manager; }
// The others remember their manager.
local manager;
private func GetManagementObject()
{
var other = FindObject(Find_ID(GetID()), Find_Exclude(this), Find_Owner(GetOwner()), Find_Func("IsManagementObject"));
if (!other)
{
other = CreateObject(GetID(), nil, nil, GetOwner());
other->MakeManager();
}
return other;
}
private func MakeManager()
{
current = 1;
total_height = 0;
is_manager = true;
this.Visibility = VIS_Owner;
}
public func Destruction()
{
if (manager)
manager->RemoveBar(window_id, total_height);
}
// The management object provides a progress bar template, which can be adjusted before adding the bar.
public func GetBarTemplate(int height, int priority, int back_color, int fore_color)
{
return
{
Priority = priority,
Bottom = ToEmString(height),
Right = "100%",
outer =
{
Margin = "0.1em",
BackgroundColor = back_color,
inner =
{
Priority = 1,
Margin = "0.2em",
BackgroundColor = fore_color,
Right = "0%"
},
text =
{
Priority = 2,
Style = GUI_TextRight | GUI_TextVCenter,
Text = nil,
}
}
};
}
/* Called on the manager to add a new progress bar. Returns the bar's subwindow ID.
The manager will force the ID and Target properties of the bars. */
public func AddBar(proplist bar, int height)
{
total_height += height;
bar.ID = ++current;
bar.Target = this;
// Do we have to open a completely new menu?
if (!window_id)
{
// Make the position depend on the inventory bar.
var max_left = GUI_Controller_InventoryBar->CalculateButtonPosition(0, 6);
var max_right = GUI_Controller_InventoryBar->CalculateButtonPosition(5, 6);
var layout =
{
Style = GUI_IgnoreMouse | GUI_Multiple,
Target = this,
inner =
{
Target = this, ID = 1,
Left = max_left.Left, Right = max_right.Right,
Top = Format("100%%%s", ToEmString(CalculateTop())),
Style = GUI_VerticalLayout | GUI_NoCrop
}
};
GuiAddSubwindow(bar, layout.inner);
window_id = GuiOpen(layout);
}
else
{
GuiUpdate({_new_child = bar, Top = Format("100%%%s", ToEmString(CalculateTop()))}, window_id, 1, this);
}
return bar.ID;
}
/* Removes a bar that has been previously opened with AddBar (which returned subwindow_id). Height in 10em is required. */
public func RemoveBar(int subwindow_id, int height)
{
total_height -= height;
GuiClose(window_id, subwindow_id, this);
GuiUpdate({Top = ToEmString(CalculateTop())}, window_id);
}
private func CalculateTop()
{
return -total_height - (GUI_Controller_InventoryBar_IconMarginScreenTop + GUI_Controller_InventoryBar_IconSize + GUI_Controller_InventoryBar_IconSize/2);
}
// Called once on creation by CreateProgressBar.
public func Init(to, max, cur, timeout, offset, visibility, data)
{
data.color = data.color ?? RGBa(255, 255, 255, 100);
data.back_color = data.back_color ?? RGBa(0, 0, 0, 100);
data.height = data.height ?? 25;
data.priority = data.priority ?? 1;
total_height = data.height; // keep track for deleting later
maximum = max;
current = cur;
timeout_time = timeout;
if(timeout_time)
{
var e = AddEffect("TimeOut", this, 1, BoundBy(timeout_time/2, 5, 35), this);
e.t = timeout_time;
}
manager = GetManagementObject();
var template = manager->GetBarTemplate(data.height, data.priority, data.back_color, data.color);
if (current != 0)
template.outer.inner.Right = Format("%d%%", 100 * current / maximum);
if (data.text)
template.outer.text.Text = data.text;
window_id = manager->AddBar(template, data.height);
}
private func FxTimeOutTimer(target, effect, time)
{
effect.t -= effect.Interval;
if(effect.t > 0) return 1;
Close();
return -1;
}
// sets the value of the progress bar, updates the progress bar
public func SetValue(int to)
{
var changed = current != to;
current = BoundBy(to, 0, maximum);;
var e = GetEffect("TimeOut", this);
if(e)
e.t = timeout_time;
if (changed)
{
GuiUpdate({outer = { inner = {Right = Format("%d%%", 100 * current / maximum)}}}, manager.window_id, window_id, manager);
}
}
// closes the progress bar and usually removes it
public func Close(){ return RemoveObject(); }
// changes the value of the progress bar by the specified amount, usually calls SetValue
public func DoValue(int change){ SetValue(current + change); }
// changes the offset {x = ?, y = ?} of the progress bar relative to the attached object (or global)
public func SetOffset(proplist offset){ FatalError("Not implemented for global bars"); return nil;}
// makes the progress bar 100% parallax
public func SetParallax(){ FatalError("Not implemented for global bars"); return nil; }
// sets the Plane property of the progress bar
public func SetPlane(int to) { FatalError("Not implemented for global bars"); return nil; }
// makes the object a HUD element by setting parallaxity and the category C4D_StaticBack | C4D_IgnoreFoW | C4D_Foreground | C4D_Parallax
public func MakeHUDElement() {return _inherited(...);}
local Name = "$Name$";
local Description = "$Description$";
|