Original Source for 1.13 Mod High Resolution version from 12/06/05

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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lalien
2006-04-19 11:32:51 +00:00
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#ifndef __ANIMATED_PROGRESSBAR_H
#define __ANIMATED_PROGRESSBAR_H
#include "types.h"
#define MAX_PROGRESSBARS 4
typedef struct PROGRESSBAR
{
UINT8 ubProgressBarID;
UINT16 usBarLeft, usBarTop, usBarRight, usBarBottom;
BOOLEAN fPanel;
UINT16 usPanelLeft, usPanelTop, usPanelRight, usPanelBottom;
UINT16 usColor, usLtColor, usDkColor;
UINT16 *swzTitle;
UINT16 usTitleFont;
UINT8 ubTitleFontForeColor, ubTitleFontShadowColor;
UINT16 usMsgFont;
UINT8 ubMsgFontForeColor, ubMsgFontShadowColor;
UINT8 ubRelativeStartPercentage, ubRelativeEndPercentage;
UINT8 ubColorFillRed;
UINT8 ubColorFillGreen;
UINT8 ubColorFillBlue;
double rStart, rEnd;
BOOLEAN fDisplayText;
BOOLEAN fUseSaveBuffer; //use the save buffer when display the text
double rLastActual;
}PROGRESSBAR;
extern PROGRESSBAR *pBar[ MAX_PROGRESSBARS ];
void CreateLoadingScreenProgressBar();
void RemoveLoadingScreenProgressBar();
//This creates a single progress bar given the coordinates without a panel (containing a title and background).
//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
//the panel.
void DefineProgressBarPanel( UINT32 ubID, UINT8 r, UINT8 g, UINT8 b,
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.
void SetProgressBarTitle( UINT32 ubID, UINT16 *pString, UINT32 usFont, UINT8 ubForeColor, UINT8 ubShadowColor );
//Unless you set up the attributes, any text you pass to SetRelativeStartAndEndPercentage will
//default to FONT12POINT1 in a black color.
void SetProgressBarMsgAttributes( UINT32 ubID, UINT32 usFont, UINT8 ubForeColor, UINT8 ubShadowColor );
//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.
//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" ).
//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
//relative start and end percentage from 30 to whatever, until your done.
void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT32 uiRelStartPerc, UINT32 uiRelEndPerc, UINT16 *str);
//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.
void RenderProgressBar( UINT8 ubID, UINT32 uiPercentage );
//Sets the color of the progress bars main color.
void SetProgressBarColor( UINT8 ubID, UINT8 ubColorFillRed, UINT8 ubColorFillGreen, UINT8 ubColorFillBlue );
//Pass in TRUE to display the strings.
void SetProgressBarTextDisplayFlag( UINT8 ubID, BOOLEAN fDisplayText, BOOLEAN fUseSaveBuffer, BOOLEAN fSaveScreenToFrameBuffer );
#endif