#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; STR16 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; UINT32 uiFrameBuffer; BOOLEAN fDrawBorder; }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, STR16 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, UINT16 uiRelStartPerc, UINT16 uiRelEndPerc, STR16 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 ); // OJW - 20090422 // draw the progress bar with a white border, or not void SetProgressBarUseBorder( UINT32 ubID , BOOLEAN bBorder ); // specify which buffer to render the bar to void SetProgressBarRenderBuffer( UINT32 ubID , UINT32 uiBufferID ); // create a color bar with no border void CreateProgressBarNoBorder( UINT8 ubProgressBarID, UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom ); #endif