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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
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@@ -37,10 +37,10 @@ void RemoveLoadingScreenProgressBar();
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//A panel is automatically created if you specify a title using SetProgressBarTitle
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BOOLEAN CreateProgressBar( UINT8 ubProgressBarID, UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom );
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//You may also define a panel to go in behind the progress bar. You can now assign a title to go with
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//You may also define a panel to go in behind the progress bar. You can now assign a title to go with
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//the panel.
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void DefineProgressBarPanel( UINT32 ubID, UINT8 r, UINT8 g, UINT8 b,
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UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom );
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UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom );
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//Assigning a title for the panel will automatically position the text horizontally centered on the
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//panel and vertically centered from the top of the panel, to the top of the progress bar.
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@@ -54,18 +54,18 @@ void SetProgressBarMsgAttributes( UINT32 ubID, UINT32 usFont, UINT8 ubForeColor,
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//When finished, the progress bar needs to be removed.
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void RemoveProgressBar( UINT8 ubID );
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//An important setup function. The best explanation is through example. The example being the loading
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//of a file -- there are many stages of the map loading. In JA2, the first step is to load the tileset.
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//An important setup function. The best explanation is through example. The example being the loading
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//of a file -- there are many stages of the map loading. In JA2, the first step is to load the tileset.
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//Because it is a large chunk of the total loading of the map, we may gauge that it takes up 30% of the
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//total load. Because it is also at the beginning, we would pass in the arguments ( 0, 30, "text" ).
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//total load. Because it is also at the beginning, we would pass in the arguments ( 0, 30, "text" ).
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//As the process animates using UpdateProgressBar( 0 to 100 ), the total progress bar will only reach 30%
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//at the 100% mark within UpdateProgressBar. At that time, you would go onto the next step, resetting the
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//at the 100% mark within UpdateProgressBar. At that time, you would go onto the next step, resetting the
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//relative start and end percentage from 30 to whatever, until your done.
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void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT32 uiRelStartPerc, UINT32 uiRelEndPerc, STR16 str);
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//This part renders the progress bar at the percentage level that you specify. If you have set relative
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//This part renders the progress bar at the percentage level that you specify. If you have set relative
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//percentage values in the above function, then the uiPercentage will be reflected based off of the relative
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//percentages.
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//percentages.
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void RenderProgressBar( UINT8 ubID, UINT32 uiPercentage );
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