Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+8 -8
View File
@@ -37,10 +37,10 @@ void RemoveLoadingScreenProgressBar();
//A panel is automatically created if you specify a title using SetProgressBarTitle
BOOLEAN CreateProgressBar( UINT8 ubProgressBarID, UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom );
//You may also define a panel to go in behind the progress bar. You can now assign a title to go with
//You may also define a panel to go in behind the progress bar. You can now assign a title to go with
//the panel.
void DefineProgressBarPanel( UINT32 ubID, UINT8 r, UINT8 g, UINT8 b,
UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom );
UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom );
//Assigning a title for the panel will automatically position the text horizontally centered on the
//panel and vertically centered from the top of the panel, to the top of the progress bar.
@@ -54,18 +54,18 @@ void SetProgressBarMsgAttributes( UINT32 ubID, UINT32 usFont, UINT8 ubForeColor,
//When finished, the progress bar needs to be removed.
void RemoveProgressBar( UINT8 ubID );
//An important setup function. The best explanation is through example. The example being the loading
//of a file -- there are many stages of the map loading. In JA2, the first step is to load the tileset.
//An important setup function. The best explanation is through example. The example being the loading
//of a file -- there are many stages of the map loading. In JA2, the first step is to load the tileset.
//Because it is a large chunk of the total loading of the map, we may gauge that it takes up 30% of the
//total load. Because it is also at the beginning, we would pass in the arguments ( 0, 30, "text" ).
//total load. Because it is also at the beginning, we would pass in the arguments ( 0, 30, "text" ).
//As the process animates using UpdateProgressBar( 0 to 100 ), the total progress bar will only reach 30%
//at the 100% mark within UpdateProgressBar. At that time, you would go onto the next step, resetting the
//at the 100% mark within UpdateProgressBar. At that time, you would go onto the next step, resetting the
//relative start and end percentage from 30 to whatever, until your done.
void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT32 uiRelStartPerc, UINT32 uiRelEndPerc, STR16 str);
//This part renders the progress bar at the percentage level that you specify. If you have set relative
//This part renders the progress bar at the percentage level that you specify. If you have set relative
//percentage values in the above function, then the uiPercentage will be reflected based off of the relative
//percentages.
//percentages.
void RenderProgressBar( UINT8 ubID, UINT32 uiPercentage );