khanat-opennel-code/code/ryzom/client/src/interfaces_manager/progress_bar.cpp

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5.1 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
//////////////
// Includes //
//////////////
// Misc.
#include "nel/misc/time_nl.h"
// 3D Interface.
#include "nel/3d/u_driver.h"
#include "nel/3d/u_text_context.h"
// Client
#include "progress_bar.h"
#include "interfaces_manager.h"
///////////
// Using //
///////////
using namespace std;
using namespace NL3D;
using namespace NLMISC;
/////////////
// Externs //
/////////////
extern UDriver *Driver;
extern UTextContext *TextContext;
//-----------------------------------------------
// CProgressBar :
// Constructor.
//-----------------------------------------------
CProgressBar::CProgressBar(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint range)
:CControl(id, x, y, x_pixel, y_pixel, w, h, w_pixel, h_pixel)
{
init(range);
}// CControl //
//-----------------------------------------------
// init :
//-----------------------------------------------
void CProgressBar::init( uint32 range)
{
_Range = range;
_CurrentPos = 0 ;
_TempPos = 0 ;
_StepInc = 1;
_Smooth = false;
_SmoothFillRate = 50; // 1 unit / 50ms
_LastUpdateSmooth = ryzomGetLocalTime ();
} // init //
//-----------------------------------------------
// setRange :
//-----------------------------------------------
uint32 CProgressBar::setRange( uint32 range)
{
uint32 old = _Range;
_Range = range;
if (_CurrentPos > _Range)
{
_CurrentPos = _Range;
_TempPos = _Range;
}
return old;
} // setRange //
//-----------------------------------------------
// setStep :
//-----------------------------------------------
uint32 CProgressBar::setStep( uint32 step)
{
uint32 old = _StepInc;
_StepInc = step;
return old;
}// setStep //
//-----------------------------------------------
// setPos :
//-----------------------------------------------
uint32 CProgressBar::setPos( uint32 pos)
{
uint32 old = _CurrentPos;
_CurrentPos = pos;
if (_CurrentPos > _Range)
{
_CurrentPos = _Range;
}
if (!_Smooth)
{
_TempPos = _CurrentPos;
}
return old;
}// setPos //
//-----------------------------------------------
// display :
//-----------------------------------------------
void CProgressBar::display()
{
// compute the temp pos if in smooth mode
if (_Smooth)
{
uint32 nbUnit = (uint32)(ryzomGetLocalTime () - _LastUpdateSmooth) / _SmoothFillRate;
if (nbUnit > 0)
{
_LastUpdateSmooth = ryzomGetLocalTime ();
uint32 diff = abs( _TempPos - _CurrentPos );
if (diff < nbUnit)
nbUnit = diff;
if ( _TempPos < _CurrentPos )
_TempPos += nbUnit;
else
_TempPos -= nbUnit;
}
}
else
{
nlassert( _TempPos == _CurrentPos );
}
// If the control is hide -> return
if(!_Show)
return;
// draw background
UTextureFile *utexture = CInterfMngr::getTexture( _BackgroundTexture );
if(utexture)
{
Driver->drawBitmap(_X_Display, _Y_Display, _W_Display, _H_Display, *utexture, true, _BackgroundColor);
}
// calculate _W_Display of the progress bar
const float wBar = _W_Display * ( static_cast<float>(_TempPos) / static_cast<float>(_Range) );
// Backup scissor and create the new scissor to clip the bar correctly.
CScissor oldScissor = Driver->getScissor();
CScissor scissor;
float scisX, scisY, scisWidth, scisHeight;
scisX = oldScissor.X;
scisY = oldScissor.Y;
scisWidth = oldScissor.Width;
scisHeight = oldScissor.Height;
float xtmp = _X_Display + wBar;
float ytmp = _Y_Display + _H_Display;
float xscistmp = scisX + scisWidth;
float yscistmp = scisY + scisHeight;
if( _X_Display > scisX )
scisX = _X_Display;
if( _Y_Display > scisY )
scisY = _Y_Display;
if( xtmp < xscistmp )
scisWidth = xtmp - scisX;
else
scisWidth = xscistmp - scisX;
if( ytmp < yscistmp )
scisHeight = ytmp - scisY;
else
scisHeight = yscistmp - scisY;
scissor.init(scisX, scisY, scisWidth, scisHeight);
Driver->setScissor(scissor);
// display progress bar
utexture = CInterfMngr::getTexture( _ProgressBarTexture );
Driver->drawBitmap(_X_Display, _Y_Display, _W_Display, _H_Display, *utexture, true, _ProgressBarColor);
// restore old scissor
Driver->setScissor(oldScissor);
// display text
if ( ! _Text.empty() )
{
TextContext->setShaded(_Shadow);
TextContext->setHotSpot(NL3D::UTextContext::THotSpot::MiddleMiddle);
TextContext->setColor(_Color);
TextContext->setFontSize(_FontSize);
TextContext->printAt(_X_Display + _W_Display/2, _Y_Display + _H_Display/2, _Text);
}
//
}// display //