#ifdef PRECOMPILEDHEADERS #include "Utils All.h" #else #include "types.h" #include "Animated ProgressBar.h" #include "MemMan.h" #include "debug.h" #include "Font Control.h" #include "vsurface.h" #include "video.h" #include "Render Dirty.h" #include "music control.h" #include "Timer Control.h" #include "sysutil.h" #endif double rStart, rEnd; double rActual; #define MAX_PROGRESSBARS 4 PROGRESSBAR *pBar[ MAX_PROGRESSBARS ]; BOOLEAN gfUseLoadScreenProgressBar = FALSE; UINT16 gusLeftmostShaded = 0; extern BOOLEAN bShowSmallImage; void CreateLoadingScreenProgressBar() { gusLeftmostShaded = 162; gfUseLoadScreenProgressBar = TRUE; // Special case -> show small image centered if (bShowSmallImage == TRUE) { if (iResolution > 0) { CreateProgressBar(0, iScreenWidthOffset + 162, iScreenHeightOffset + 427, iScreenWidthOffset + 480, iScreenHeightOffset + 443); } } else { if (iResolution == 0) { CreateProgressBar(0, 162, 427, 480, 443); } else if (iResolution == 1) { CreateProgressBar(0, 202, 533, 600, 554); } else if (iResolution == 2) { CreateProgressBar(0, 259, 683, 767, 708); } } } void RemoveLoadingScreenProgressBar() { gfUseLoadScreenProgressBar = FALSE; RemoveProgressBar( 0 ); SetFontShadow(DEFAULT_SHADOW); } //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 ) { PROGRESSBAR *pNew; //Allocate new progress bar pNew = (PROGRESSBAR*)MemAlloc( sizeof( PROGRESSBAR ) ); Assert( pNew ); if( pBar[ ubProgressBarID ] ) RemoveProgressBar( ubProgressBarID ); memset( pNew, 0, sizeof( PROGRESSBAR ) ); pBar[ ubProgressBarID ] = pNew; pNew->ubProgressBarID = ubProgressBarID; //Assign coordinates pNew->usBarLeft = usLeft; pNew->usBarTop = usTop; pNew->usBarRight = usRight; pNew->usBarBottom = usBottom; //Init default data pNew->fPanel = FALSE; pNew->usMsgFont = (UINT16)FONT12POINT1; pNew->ubMsgFontForeColor = FONT_BLACK; pNew->ubMsgFontShadowColor = 0; SetRelativeStartAndEndPercentage( pNew->ubProgressBarID, 0, 100, NULL ); pNew->swzTitle = NULL; //Default the progress bar's color to be red pNew->ubColorFillRed = 150; pNew->ubColorFillGreen = 0; pNew->ubColorFillBlue = 0; pNew->fDisplayText = FALSE; return TRUE; } //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 ) { PROGRESSBAR *pCurr; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ ubID ]; if( !pCurr ) return; pCurr->fPanel = TRUE; pCurr->usPanelLeft = usLeft; pCurr->usPanelTop = usTop; pCurr->usPanelRight = usRight; pCurr->usPanelBottom = usBottom; pCurr->usColor = Get16BPPColor( FROMRGB( r, g, b ) ); //Calculate the slightly lighter and darker versions of the same rgb color pCurr->usLtColor = Get16BPPColor( FROMRGB( (UINT8)min( 255, (UINT16)(r*1.33)), (UINT8)min( 255, (UINT16)(g*1.33)), (UINT8)min( 255, (UINT16)(b*1.33)) )); pCurr->usDkColor = Get16BPPColor( FROMRGB( (UINT8)(r*0.75), (UINT8)(g*0.75), (UINT8)(b*0.75) ) ); } //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 ) { PROGRESSBAR *pCurr; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ ubID ]; if( !pCurr ) return; if( pCurr->swzTitle ) { MemFree( pCurr->swzTitle ); pCurr->swzTitle = NULL; } if( pString && wcslen( pString ) ) { pCurr->swzTitle = (STR16) MemAlloc( (UINT32) ( sizeof( CHAR16 ) * ( wcslen( pString ) + 1 ) ) ); swprintf( pCurr->swzTitle, pString ); } pCurr->usTitleFont = (UINT16)usFont; pCurr->ubTitleFontForeColor = ubForeColor; pCurr->ubTitleFontShadowColor = 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 ) { PROGRESSBAR *pCurr; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ ubID ]; if( !pCurr ) return; pCurr->usMsgFont = (UINT16)usFont; pCurr->ubMsgFontForeColor = ubForeColor; pCurr->ubMsgFontShadowColor = ubShadowColor; } //When finished, the progress bar needs to be removed. void RemoveProgressBar( UINT8 ubID ) { Assert( ubID < MAX_PROGRESSBARS ); if( pBar[ubID] ) { if( pBar[ubID]->swzTitle ) MemFree( pBar[ubID]->swzTitle ); MemFree( pBar[ubID] ); pBar[ubID] = NULL; return; } } //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, STR16 str) { PROGRESSBAR *pCurr; UINT16 usStartX, usStartY; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ ubID ]; if( !pCurr ) return; pCurr->rStart = uiRelStartPerc*0.01; pCurr->rEnd = uiRelEndPerc*0.01; //Render the entire panel now, as it doesn't need update during the normal rendering if( pCurr->fPanel ) { //Draw panel ColorFillVideoSurfaceArea( FRAME_BUFFER, pCurr->usPanelLeft, pCurr->usPanelTop, pCurr->usPanelRight, pCurr->usPanelBottom, pCurr->usLtColor ); ColorFillVideoSurfaceArea( FRAME_BUFFER, pCurr->usPanelLeft+1, pCurr->usPanelTop+1, pCurr->usPanelRight, pCurr->usPanelBottom, pCurr->usDkColor ); ColorFillVideoSurfaceArea( FRAME_BUFFER, pCurr->usPanelLeft+1, pCurr->usPanelTop+1, pCurr->usPanelRight-1, pCurr->usPanelBottom-1, pCurr->usColor ); InvalidateRegion( pCurr->usPanelLeft, pCurr->usPanelTop, pCurr->usPanelRight, pCurr->usPanelBottom ); //Draw title if( pCurr->swzTitle ) { usStartX = pCurr->usPanelLeft + // left position (pCurr->usPanelRight - pCurr->usPanelLeft)/2 - // + half width StringPixLength( pCurr->swzTitle, pCurr->usTitleFont ) / 2; // - half string width usStartY = pCurr->usPanelTop + 3; SetFont( pCurr->usTitleFont ); SetFontForeground( pCurr->ubTitleFontForeColor ); SetFontShadow( pCurr->ubTitleFontShadowColor ); SetFontBackground( 0 ); mprintf( usStartX, usStartY, pCurr->swzTitle ); } } if( pCurr->fDisplayText ) { //Draw message if( str ) { if( pCurr->fUseSaveBuffer ) { UINT16 usFontHeight = GetFontHeight( pCurr->usMsgFont ); RestoreExternBackgroundRect( pCurr->usBarLeft, pCurr->usBarBottom, (INT16)(pCurr->usBarRight-pCurr->usBarLeft), (INT16)(usFontHeight + 3) ); } SetFont( pCurr->usMsgFont ); SetFontForeground( pCurr->ubMsgFontForeColor ); SetFontShadow( pCurr->ubMsgFontShadowColor ); SetFontBackground( 0 ); mprintf( pCurr->usBarLeft, pCurr->usBarBottom + 3, 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 ) { static UINT32 uiLastTime = 0; UINT32 uiCurTime = GetJA2Clock(); double rActual; PROGRESSBAR *pCurr=NULL; //UINT32 r, g; INT32 end; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ubID]; if( pCurr == NULL ) return; if( pCurr ) { rActual = pCurr->rStart+(pCurr->rEnd-pCurr->rStart)*uiPercentage*0.01; if( rActual - pCurr->rLastActual < 0.01 ) { return; } pCurr->rLastActual = ( DOUBLE )( ( INT32)( rActual * 100 ) * 0.01 ); end = (INT32)(pCurr->usBarLeft+2.0+rActual*(pCurr->usBarRight-pCurr->usBarLeft-4)); if( end < pCurr->usBarLeft+2 || end > pCurr->usBarRight-2 ) { return; } if( gfUseLoadScreenProgressBar ) { ColorFillVideoSurfaceArea( FRAME_BUFFER, pCurr->usBarLeft, pCurr->usBarTop, end, pCurr->usBarBottom, Get16BPPColor(FROMRGB( pCurr->ubColorFillRed, pCurr->ubColorFillGreen, pCurr->ubColorFillBlue )) ); //if( pCurr->usBarRight > gusLeftmostShaded ) //{ // ShadowVideoSurfaceRect( FRAME_BUFFER, gusLeftmostShaded+1, pCurr->usBarTop, end, pCurr->usBarBottom ); // gusLeftmostShaded = (UINT16)end; //} } else { //Border edge of the progress bar itself in gray ColorFillVideoSurfaceArea( FRAME_BUFFER, pCurr->usBarLeft, pCurr->usBarTop, pCurr->usBarRight, pCurr->usBarBottom, Get16BPPColor(FROMRGB(160, 160, 160)) ); //Interior of progress bar in black ColorFillVideoSurfaceArea( FRAME_BUFFER, pCurr->usBarLeft+2, pCurr->usBarTop+2, pCurr->usBarRight-2, pCurr->usBarBottom-2, Get16BPPColor(FROMRGB( 0, 0, 0)) ); ColorFillVideoSurfaceArea(FRAME_BUFFER, pCurr->usBarLeft+2, pCurr->usBarTop+2, end, pCurr->usBarBottom-2, Get16BPPColor(FROMRGB(72 , 155, 24))); } InvalidateRegion( pCurr->usBarLeft, pCurr->usBarTop, pCurr->usBarRight, pCurr->usBarBottom ); ExecuteBaseDirtyRectQueue(); EndFrameBufferRender(); RefreshScreen( NULL ); } // update music here if( uiCurTime > ( uiLastTime + 200 ) ) { MusicPoll( TRUE ); uiLastTime = GetJA2Clock(); } } void SetProgressBarColor( UINT8 ubID, UINT8 ubColorFillRed, UINT8 ubColorFillGreen, UINT8 ubColorFillBlue ) { PROGRESSBAR *pCurr=NULL; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ubID]; if( pCurr == NULL ) return; pCurr->ubColorFillRed = ubColorFillRed; pCurr->ubColorFillGreen = ubColorFillGreen; pCurr->ubColorFillBlue = ubColorFillBlue; } void SetProgressBarTextDisplayFlag( UINT8 ubID, BOOLEAN fDisplayText, BOOLEAN fUseSaveBuffer, BOOLEAN fSaveScreenToFrameBuffer ) { PROGRESSBAR *pCurr=NULL; Assert( ubID < MAX_PROGRESSBARS ); pCurr = pBar[ubID]; if( pCurr == NULL ) return; pCurr->fDisplayText = fDisplayText; pCurr->fUseSaveBuffer = fUseSaveBuffer; //if we are to use the save buffer, blit the portion of the screen to the save buffer if( fSaveScreenToFrameBuffer ) { UINT16 usFontHeight = GetFontHeight( pCurr->usMsgFont )+3; //blit everything to the save buffer ( cause the save buffer can bleed through ) BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, pCurr->usBarLeft, pCurr->usBarBottom, (UINT16)(pCurr->usBarRight-pCurr->usBarLeft), usFontHeight ); } }