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progress2.inc
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progress2.inc
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/*
Note 1: Background & filter TextDraws have normalized corner positions.
Note 2: Bar TextDraw have corners that associated with min & max values (unnormalized).
Note 3: _bar_percent is now DEPRECATED - do not ever use it.
*/
// built-in include guard removal
// just in case the user has a local dependency with the same file name
#if defined _inc_progress2
#undef _inc_progress2
#endif
// custom include-guard to ensure we don't duplicate
#if defined _progress2_included
#endinput
#endif
#define _progress2_included
#tryinclude <open.mp>
#if !defined _INC_open_mp
#include <a_samp>
#if !defined PlayerTextDrawBoxColour
#define PlayerTextDrawBoxColour PlayerTextDrawBoxColor
#endif
#endif
#tryinclude <logger>
#tryinclude <YSI_Data\y_iterate>
#tryinclude <YSI_Coding\y_hooks>
#if defined MAX_PLAYER_BARS
#if (MAX_PLAYER_BARS - PlayerBar:0)==PlayerBar:0
#error You forgot to set value of MAX_PLAYER_BARS. Type something like: #define MAX_PLAYER_BARS (PlayerBar:30).
#endif
#if (MAX_PLAYER_BARS < PlayerBar:1)
#error You are trying to allocate invalid number of PlayerBars. Set value of MAX_PLAYER_BARS greather than 0.
#elseif MAX_PLAYER_BARS > PlayerBar:(MAX_PLAYER_TEXT_DRAWS / 3)
#error You are trying to allocate too many PlayerBars. Set value of MAX_PLAYER_BARS below or equals to (MAX_PLAYER_TEXT_DRAWS/3).
#endif
#else
#define MAX_PLAYER_BARS (PlayerBar:(_:MAX_PLAYER_TEXT_DRAWS / 3))
#endif
#define INVALID_PLAYER_BAR_VALUE (Float:0xFFFFFFFF)
#define INVALID_PLAYER_BAR_ID (PlayerBar:-1)
enum progressbar_direction {
BAR_DIRECTION_RIGHT,
BAR_DIRECTION_LEFT,
BAR_DIRECTION_HORIZONTAL_FROM_0,
BAR_DIRECTION_UP,
BAR_DIRECTION_DOWN,
BAR_DIRECTION_VERTICAL_FROM_0,
};
enum E_BAR_DATA {
bool:is_created,
bool:pbar_show,
Float:pbar_posX,
Float:pbar_posY,
Float:pbar_width,
Float:pbar_height,
pbar_colour,
Float:pbar_minValue,
Float:pbar_maxValue,
Float:pbar_progressValue,
Float:E_PADDING_X,
Float:E_PADDING_Y,
progressbar_direction:pbar_direction
}
static const Float:direction_size_mult[] = {
1.0, // BAR_DIRECTION_RIGHT
-1.0, // BAR_DIRECTION_LEFT
1.0, // BAR_DIRECTION_HORIZONTAL_FROM_0
-1.0, // BAR_DIRECTION_UP
1.0, // BAR_DIRECTION_DOWN
-1.0 // BAR_DIRECTION_VERTICAL_FROM_0
};
enum E_BAR_TEXT_DRAW {
PlayerText:pbar_back,
PlayerText:pbar_fill,
PlayerText:pbar_main
}
enum E_PROGRESSBAR_BOUNDRY {
Float:E_PBAR_BACKGROUND_POS_X,
Float:E_PBAR_BACKGROUND_POS_Y,
Float:E_PBAR_BACKGROUND_RIGHT,
Float:E_PBAR_BACKGROUND_HEIGHT,
Float:E_PBAR_FILLER_POS_X,
Float:E_PBAR_FILLER_POS_Y,
Float:E_PBAR_FILLER_RIGHT,
Float:E_PBAR_FILLER_HEIGHT,
Float:E_PBAR_VALUE_POS_X,
Float:E_PBAR_VALUE_POS_Y,
Float:E_PBAR_VALUE_RIGHT,
Float:E_PBAR_VALUE_HEIGHT,
};
static PlayerText:pbar_TextDraw[MAX_PLAYERS][MAX_PLAYER_BARS][E_BAR_TEXT_DRAW];
new
#if(defined _INC_y_iterate)
Iterator:pbar_Index[MAX_PLAYERS]<PlayerBar:(_:MAX_PLAYER_BARS)>,
#endif
pbar_Data[MAX_PLAYERS][MAX_PLAYER_BARS][E_BAR_DATA]
;
static bool:is_progressbar_initialised = false;
// Reset info of player progress bar.
stock PlayerBarUI_ResetPlayerItem(const playerid, const PlayerBar:barid) {
pbar_TextDraw[playerid][barid][pbar_back] = PlayerText:INVALID_TEXT_DRAW;
pbar_TextDraw[playerid][barid][pbar_fill] = PlayerText:INVALID_TEXT_DRAW;
pbar_TextDraw[playerid][barid][pbar_main] = PlayerText:INVALID_TEXT_DRAW;
pbar_Data[playerid][barid][is_created] = false;
}
// Reset info of all bars for one player.
stock PlayerBarUI_ResetPlayer(const playerid) {
for(new PlayerBar:barid = PlayerBar:0; barid < MAX_PLAYER_BARS; ++barid) {
PlayerBarUI_ResetPlayerItem(playerid, barid);
}
}
// Reset all bars for all players.
stock PlayerBarUI_ResetAll() {
for(new playerid = 0; playerid < MAX_PLAYERS; ++playerid) {
PlayerBarUI_ResetPlayer(playerid);
}
is_progressbar_initialised = true;
}
// Returns free player progress bar.
stock PlayerBar:PlayerBarUI_FindFree(const playerid) {
for(new PlayerBar:barid = PlayerBar:0; barid < MAX_PLAYER_BARS; ++barid) {
if( !pbar_Data[playerid][barid][is_created] ) {
return barid;
}
}
return INVALID_PLAYER_BAR_ID;
}
// Returns true if value-textdraw needs to be drawn due of current value relation to min/max values.
static stock bool:PlayerBarUI_isNeedToDrawValue(const progressbar_direction:direction, const Float:cur_value, const Float:min_value, const Float:max_value) {
if( direction == BAR_DIRECTION_HORIZONTAL_FROM_0 || direction == BAR_DIRECTION_VERTICAL_FROM_0 ) {
if( max_value < 0.0 ) {
return (cur_value < max_value);
} else if( min_value > 0.0 ) {
return (cur_value > min_value);
} else {
return (floatabs(cur_value) > 0.001 * (max_value - min_value));
}
} else {
return (cur_value > min_value);
}
}
forward PlayerBar:CreatePlayerProgressBar(
const playerid,
const Float:x, const Float:y,
const Float:width = 55.5, const Float:height = 3.2,
const colour = 0xFF1C1CFF,
const Float:max = 100.0,
const progressbar_direction:direction = BAR_DIRECTION_RIGHT
);
forward Float:GetPlayerProgressBarValue(const playerid, const PlayerBar:barid);
stock PlayerBar:CreatePlayerProgressBar(
const playerid,
const Float:x, const Float:y,
const Float:width = 55.5, const Float:height = 3.2,
const colour = 0xFF1C1CFF,
const Float:max = 100.0,
const progressbar_direction:direction = BAR_DIRECTION_RIGHT
) {
if( !IsPlayerConnected(playerid) ) {
#if(defined _logger_included)
Logger_Err("attempt to create player progress bar for invalid player",
Logger_I("playerid", playerid));
#endif
return INVALID_PLAYER_BAR_ID;
}
if( !is_progressbar_initialised ) { // auto initialisation at first progress bar creation.
PlayerBarUI_ResetAll();
}
#if(defined _INC_y_iterate)
new PlayerBar:barid = PlayerBar:Iter_Free(pbar_Index[playerid]);
if( barid == PlayerBar:ITER_NONE ) {
#if(defined _logger_included)
Logger_Err("MAX_PLAYER_BARS limit reached.");
#endif
return INVALID_PLAYER_BAR_ID;
}
#else
new PlayerBar:barid = PlayerBarUI_FindFree(playerid);
if( barid == INVALID_PLAYER_BAR_ID ) {
#if(defined _logger_included)
Logger_Err("MAX_PLAYER_BARS limit reached.");
#endif
return INVALID_PLAYER_BAR_ID;
}
#endif
pbar_TextDraw[playerid][barid][pbar_back] = PlayerText:INVALID_TEXT_DRAW;
pbar_TextDraw[playerid][barid][pbar_fill] = PlayerText:INVALID_TEXT_DRAW;
pbar_TextDraw[playerid][barid][pbar_main] = PlayerText:INVALID_TEXT_DRAW;
pbar_Data[playerid][barid][is_created] = true;
pbar_Data[playerid][barid][pbar_show] = false;
pbar_Data[playerid][barid][pbar_posX] = x;
pbar_Data[playerid][barid][pbar_posY] = y;
pbar_Data[playerid][barid][pbar_width] = width;
pbar_Data[playerid][barid][pbar_height] = height;
pbar_Data[playerid][barid][pbar_colour] = colour;
pbar_Data[playerid][barid][pbar_minValue] = 0.0;
pbar_Data[playerid][barid][pbar_maxValue] = max;
pbar_Data[playerid][barid][pbar_progressValue] = 0.0;
pbar_Data[playerid][barid][pbar_direction] = direction;
pbar_Data[playerid][barid][E_PADDING_X] = 1.2;
pbar_Data[playerid][barid][E_PADDING_Y] = 1.0;
#if(defined _INC_y_iterate)
Iter_Add(pbar_Index[playerid], barid);
#endif
_progress2_renderBar(playerid, barid);
return barid;
}
stock DestroyPlayerProgressBar(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
_ptextdraw_destroy_array(playerid, pbar_TextDraw[playerid][barid]);
pbar_Data[playerid][barid][is_created] = false;
#if(defined _INC_y_iterate)
Iter_Remove(pbar_Index[playerid], barid);
#endif
return 1;
}
stock bool:IsPlayerProgressBarVisible(const playerid, const PlayerBar:barid) {
return (IsValidPlayerProgressBar(playerid, barid) && pbar_Data[playerid][barid][pbar_show]);
}
stock ShowPlayerProgressBar(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_show] = true;
PlayerTextDrawShow(playerid, pbar_TextDraw[playerid][barid][pbar_back]);
PlayerTextDrawShow(playerid, pbar_TextDraw[playerid][barid][pbar_fill]);
PlayerTextDrawShow(playerid, pbar_TextDraw[playerid][barid][pbar_main]);
return 1;
}
stock HidePlayerProgressBar(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_show] = false;
PlayerTextDrawHide(playerid, pbar_TextDraw[playerid][barid][pbar_back]);
PlayerTextDrawHide(playerid, pbar_TextDraw[playerid][barid][pbar_fill]);
PlayerTextDrawHide(playerid, pbar_TextDraw[playerid][barid][pbar_main]);
return 1;
}
stock IsValidPlayerProgressBar(const playerid, const PlayerBar:barid) {
#if(defined _INC_y_iterate)
return Iter_Contains(pbar_Index[playerid], barid);
#else
if( INVALID_PLAYER_BAR_ID < barid && barid < MAX_PLAYER_BARS ) {
return pbar_Data[playerid][barid][is_created];
}
return false;
#endif
}
// pbar_posX
// pbar_posY
stock GetPlayerProgressBarPos(const playerid, const PlayerBar:barid, &Float:x, &Float:y) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
x = pbar_Data[playerid][barid][pbar_posX];
y = pbar_Data[playerid][barid][pbar_posY];
return 1;
}
stock SetPlayerProgressBarPos(const playerid, const PlayerBar:barid, const Float:x, const Float:y) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return false;
}
pbar_Data[playerid][barid][pbar_posX] = x;
pbar_Data[playerid][barid][pbar_posY] = y;
_progress2_renderBar(playerid, barid);
return true;
}
// pbar_width
stock Float:GetPlayerProgressBarWidth(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return INVALID_PLAYER_BAR_VALUE;
}
return pbar_Data[playerid][barid][pbar_width];
}
stock SetPlayerProgressBarWidth(const playerid, const PlayerBar:barid, const Float:width) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_width] = width;
_progress2_renderBar(playerid, barid);
return 1;
}
// pbar_height
stock Float:GetPlayerProgressBarHeight(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return INVALID_PLAYER_BAR_VALUE;
}
return pbar_Data[playerid][barid][pbar_height];
}
stock SetPlayerProgressBarHeight(const playerid, const PlayerBar:barid, const Float:height) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_height] = height;
_progress2_renderBar(playerid, barid);
return 1;
}
// pbar_colour
stock GetPlayerProgressBarColour(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
return pbar_Data[playerid][barid][pbar_colour];
}
stock SetPlayerProgressBarColour(const playerid, const PlayerBar:barid, const colour) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_colour] = colour;
PlayerTextDrawBoxColour(playerid, pbar_TextDraw[playerid][barid][pbar_back], 0x00000000 | (colour & 0x000000FF));
PlayerTextDrawBoxColour(playerid, pbar_TextDraw[playerid][barid][pbar_fill], (colour & 0xFFFFFF00) | (0x66 & ((colour & 0x000000FF) / 2)));
PlayerTextDrawBoxColour(playerid, pbar_TextDraw[playerid][barid][pbar_main], colour);
return 1;
}
stock Float:GetPlayerProgressBarMinValue(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return INVALID_PLAYER_BAR_VALUE;
}
return pbar_Data[playerid][barid][pbar_minValue];
}
stock SetPlayerProgressBarMinValue(const playerid, const PlayerBar:barid, const Float:min_value) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_minValue] = min_value;
SetPlayerProgressBarValue(playerid, barid, pbar_Data[playerid][barid][pbar_progressValue]);
return 1;
}
stock Float:GetPlayerProgressBarMaxValue(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return INVALID_PLAYER_BAR_VALUE;
}
return pbar_Data[playerid][barid][pbar_maxValue];
}
stock SetPlayerProgressBarMaxValue(const playerid, const PlayerBar:barid, const Float:max) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_maxValue] = max;
SetPlayerProgressBarValue(playerid, barid, pbar_Data[playerid][barid][pbar_progressValue]);
return 1;
}
// pbar_progressValue
stock SetPlayerProgressBarValue(const playerid, const PlayerBar:barid, Float:value) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
new
boundary[E_PROGRESSBAR_BOUNDRY],
Float:min_value = pbar_Data[playerid][barid][pbar_minValue],
Float:max_value = pbar_Data[playerid][barid][pbar_maxValue],
progressbar_direction:direction = pbar_Data[playerid][barid][pbar_direction],
bool:draw_main,
color = pbar_Data[playerid][barid][pbar_colour],
PlayerText:ptd_main = pbar_TextDraw[playerid][barid][pbar_main]
;
if( value < min_value ) {
value = min_value;
} else if( value > max_value ) {
value = max_value;
}
pbar_Data[playerid][barid][pbar_progressValue] = value;
draw_main = PlayerBarUI_isNeedToDrawValue(direction, value, min_value, max_value);
PlayerBarUI_computeBoundry(playerid, barid, boundary);
#if defined PlayerTextDrawSetPos
{
PlayerTextDrawSetPos(playerid, ptd_main, boundary[E_PBAR_VALUE_POS_X], boundary[E_PBAR_VALUE_POS_Y]);
PlayerTextDrawTextSize(playerid, ptd_main, boundary[E_PBAR_VALUE_RIGHT], 0.0);
PlayerTextDrawLetterSize(playerid, ptd_main, 1.0, boundary[E_PBAR_VALUE_HEIGHT]);
PlayerTextDrawUseBox(playerid, ptd_main, draw_main);
}
#else
{ // Textdraw set position not found. Set with recreation.
PlayerTextDrawDestroy(playerid, ptd_main);
ptd_main = CreatePlayerTextDraw(
playerid,
boundary[E_PBAR_VALUE_POS_X],
boundary[E_PBAR_VALUE_POS_Y],
"_"
);
new PlayerText:ptd_back = pbar_TextDraw[playerid][barid][pbar_back],
PlayerText:ptd_fill = pbar_TextDraw[playerid][barid][pbar_fill]
;
if( // Check in new main textdraw is not under filler/background.
(ptd_fill != PlayerText:INVALID_TEXT_DRAW && ptd_fill < ptd_main) ||
(ptd_back != PlayerText:INVALID_TEXT_DRAW && ptd_back < ptd_main)
) {
PlayerTextDrawTextSize(playerid, ptd_main, boundary[E_PBAR_VALUE_RIGHT], 0.0);
PlayerTextDrawLetterSize(playerid, ptd_main, 1.0, boundary[E_PBAR_VALUE_HEIGHT]);
PlayerTextDrawUseBox(playerid, ptd_main, draw_main);
pbar_TextDraw[playerid][barid][pbar_main] = ptd_main;
} else { // Rare case: main/value textdraw was created UNDER(with lower ID than) filler/background textdraw -> recreate whole bar again.
PlayerTextDrawDestroy(playerid, ptd_back);
PlayerTextDrawDestroy(playerid, ptd_fill);
PlayerTextDrawDestroy(playerid, ptd_main);
PlayerBarUI_createGeometry(playerid, barid, boundary, color, draw_main);
}
}
#endif
SetPlayerProgressBarColour(playerid, barid, color);
if( pbar_Data[playerid][barid][pbar_show] ) {
ShowPlayerProgressBar(playerid, barid);
}
return 1;
}
stock Float:GetPlayerProgressBarValue(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return INVALID_PLAYER_BAR_VALUE;
}
return pbar_Data[playerid][barid][pbar_progressValue];
}
// pbar_direction
stock progressbar_direction:GetPlayerProgressBarDirection(const playerid, const PlayerBar:barid) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return progressbar_direction:BAR_DIRECTION_RIGHT;
}
return pbar_Data[playerid][barid][pbar_direction];
}
stock SetPlayerProgressBarDirection(const playerid, const PlayerBar:barid, const progressbar_direction:direction) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][pbar_direction] = direction;
_progress2_renderBar(playerid, barid);
return 1;
}
stock GetPlayerProgressBarPadding(const playerid, const PlayerBar:barid, &Float:padding_x, &Float:padding_y) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
padding_x = pbar_Data[playerid][barid][E_PADDING_X];
padding_y = pbar_Data[playerid][barid][E_PADDING_Y];
return 1;
}
stock SetPlayerProgressBarPadding(const playerid, const PlayerBar:barid, const Float:padding_x, const Float:padding_y) {
if( !IsValidPlayerProgressBar(playerid, barid) ) {
return 0;
}
pbar_Data[playerid][barid][E_PADDING_X] = padding_x;
pbar_Data[playerid][barid][E_PADDING_Y] = padding_y;
_progress2_renderBar(playerid, barid);
return 1;
}
/*
Internal
*/
static PlayerBarUI_createGeometry(const playerid, const PlayerBar:barid, const boundary[E_PROGRESSBAR_BOUNDRY], const color, const bool:draw_main) {
new PlayerText:ptd_back, PlayerText:ptd_fill, PlayerText:ptd_main;
ptd_back = CreatePlayerTextDraw(playerid, boundary[E_PBAR_BACKGROUND_POS_X], boundary[E_PBAR_BACKGROUND_POS_Y], "_");
PlayerTextDrawTextSize (playerid, ptd_back, boundary[E_PBAR_BACKGROUND_RIGHT], 0.0);
PlayerTextDrawLetterSize (playerid, ptd_back, 1.0, boundary[E_PBAR_BACKGROUND_HEIGHT]);
PlayerTextDrawUseBox (playerid, ptd_back, true);
ptd_fill = CreatePlayerTextDraw(playerid, boundary[E_PBAR_FILLER_POS_X], boundary[E_PBAR_FILLER_POS_Y], "_");
PlayerTextDrawTextSize (playerid, ptd_fill, boundary[E_PBAR_FILLER_RIGHT], 0.0);
PlayerTextDrawLetterSize (playerid, ptd_fill, 1.0, boundary[E_PBAR_FILLER_HEIGHT]);
PlayerTextDrawUseBox (playerid, ptd_fill, true);
ptd_main = CreatePlayerTextDraw(playerid, boundary[E_PBAR_VALUE_POS_X], boundary[E_PBAR_VALUE_POS_Y], "_");
PlayerTextDrawTextSize(playerid, ptd_main, boundary[E_PBAR_VALUE_RIGHT], 0.0);
PlayerTextDrawLetterSize(playerid, ptd_main, 1.0, boundary[E_PBAR_VALUE_HEIGHT]);
PlayerTextDrawUseBox (playerid, ptd_main, draw_main);
pbar_TextDraw[playerid][barid][pbar_back] = ptd_back;
pbar_TextDraw[playerid][barid][pbar_fill] = ptd_fill;
pbar_TextDraw[playerid][barid][pbar_main] = ptd_main;
SetPlayerProgressBarColour(playerid, barid, color);
}
_progress2_renderBar(const playerid, const PlayerBar:barid) {
if(
!IsPlayerConnected(playerid) ||
!IsValidPlayerProgressBar(playerid, barid)
) {
return false;
}
new
PlayerText:old_textdraw_array[E_BAR_TEXT_DRAW],
boundary[E_PROGRESSBAR_BOUNDRY],
Float:min_value = pbar_Data[playerid][barid][pbar_minValue],
Float:max_value = pbar_Data[playerid][barid][pbar_maxValue],
Float:cur_value = pbar_Data[playerid][barid][pbar_progressValue],
progressbar_direction:direction = pbar_Data[playerid][barid][pbar_direction],
bool:draw_main,
color = pbar_Data[playerid][barid][pbar_colour],
PlayerText:ptd_back,
PlayerText:ptd_fill,
PlayerText:ptd_main
;
old_textdraw_array = pbar_TextDraw[playerid][barid];
_ptextdraw_destroy_array(playerid, old_textdraw_array);
// Computing normalized sizes and corner positions in canvas pixels.
draw_main = PlayerBarUI_isNeedToDrawValue(direction, cur_value, min_value, max_value);
PlayerBarUI_computeBoundry(playerid, barid, boundary);
PlayerBarUI_createGeometry(playerid, barid, boundary, color, draw_main);
ptd_back = pbar_TextDraw[playerid][barid][pbar_main];
ptd_fill = pbar_TextDraw[playerid][barid][pbar_fill];
ptd_main = pbar_TextDraw[playerid][barid][pbar_back];
// Fixing very special bug:
// Past versions of progress bars never hide destroyed textdraws from previous state (PlayerTextDrawDestroy doesn't hiding anything).
// ProgressBar was always hopes that textdraw IDs will be same after bar recreation.
// That can lead to some of bar's textdraw still drawn on player screen.
// You can reproduce:
// 1) Create some of your textdraws.
// 2) Create progress bar.
// 3) Remove some previous textdraws.
// 4) Recreate progress bar.
// 5) Do not create & show textdraws anymore.
{
new E_BAR_TEXT_DRAW:td_slot_old,
E_BAR_TEXT_DRAW:td_slot_new,
PlayerText:old_textdraw_item
;
for(td_slot_old = E_BAR_TEXT_DRAW:0; td_slot_old < E_BAR_TEXT_DRAW:sizeof(old_textdraw_array); ++td_slot_old) {
old_textdraw_item = old_textdraw_array[td_slot_old];
for(td_slot_new = E_BAR_TEXT_DRAW:0; td_slot_new < E_BAR_TEXT_DRAW:sizeof(old_textdraw_array); ++td_slot_new) {
if(
old_textdraw_item != ptd_back &&
old_textdraw_item != ptd_fill &&
old_textdraw_item != ptd_main
) {
PlayerTextDrawHide(playerid, old_textdraw_item); // Hiding after destroying? Just send RPC.
}
}
}
}
if( pbar_Data[playerid][barid][pbar_show] ) {
ShowPlayerProgressBar(playerid, barid);
}
return true;
}
#if(defined _INC_y_hooks)
hook OnScriptInit() {
PlayerBarUI_ResetAll();
#if(defined _INC_y_iterate)
Iter_Init(pbar_Index);
#endif
}
hook OnPlayerDisconnect(playerid, reason) {
#if(defined _INC_y_iterate)
Iter_Clear(pbar_Index[playerid]);
#endif
}
hook OnScriptExit() {
for(new i = 0; i < MAX_PLAYERS; i++) {
if( IsPlayerConnected(i) ) {
DestroyAllPlayerProgressBars(i);
}
}
}
#endif
stock DestroyAllPlayerProgressBars(const playerid) {
for(new PlayerBar:i = PlayerBar:0; i < MAX_PLAYER_BARS; i++) {
DestroyPlayerProgressBar(playerid, i);
}
return 1;
}
static stock bar_getRatios(const progressbar_direction:direction, const Float:cur_value, const Float:min_value, const Float:max_value, &Float:ratio_from, &Float:ratio_to) {
new Float:range_value = max_value - min_value;
if( direction == BAR_DIRECTION_HORIZONTAL_FROM_0 || direction == BAR_DIRECTION_VERTICAL_FROM_0 ) { // From 0.
if( max_value < 0.0 ) {
ratio_from = 1.0;
} else if( min_value > 0.0 ) {
ratio_from = 0.0;
} else {
ratio_from = -min_value / range_value;
}
} else {
ratio_from = 0.0;
}
ratio_to = (cur_value - min_value) / range_value;
}
static stock _ptextdraw_destroy_array(const playerid, const PlayerText:ptd_array[E_BAR_TEXT_DRAW]) {
for(new E_BAR_TEXT_DRAW:ptd_slot = E_BAR_TEXT_DRAW:0; ptd_slot < E_BAR_TEXT_DRAW:3; ++ptd_slot) {
PlayerTextDrawDestroy(playerid, ptd_array[ptd_slot]);
}
}
static stock _normalise_range_f(&Float:value_a, &Float:value_b) {
if( value_a > value_b ) {
new Float:temp_value = value_b;
value_b = value_a;
value_a = temp_value;
}
}
static stock PlayerBarUI_computeBoundry(const playerid, const PlayerBar:barid, boundary[E_PROGRESSBAR_BOUNDRY]) {
new
Float:pos_x, Float:pos_y,
Float:padding_x, Float:padding_y,
Float:width = pbar_Data[playerid][barid][pbar_width],
Float:height = pbar_Data[playerid][barid][pbar_height],
Float:min_value = pbar_Data[playerid][barid][pbar_minValue],
Float:max_value = pbar_Data[playerid][barid][pbar_maxValue],
Float:cur_value = pbar_Data[playerid][barid][pbar_progressValue],
progressbar_direction:direction = pbar_Data[playerid][barid][pbar_direction],
Float:outer_pos_x2, Float:outer_pos_y2, // 'back' pos (right bottom corner)
Float:inner_pos_x1, Float:inner_pos_y1, // 'fill' pos (left upper corner)
Float:inner_pos_x2, Float:inner_pos_y2, // 'fill' pos (right bottom corner)
Float:inner_size_x, Float:inner_size_y, // 'fill' size
Float:value_pos_x1, Float:value_pos_y1,
Float:value_pos_x2, Float:value_pos_y2,
Float:size_multiplier = direction_size_mult[direction],
bool:is_vertical = (direction > BAR_DIRECTION_HORIZONTAL_FROM_0),
Float:ratio_from, Float:ratio_to
;
GetPlayerProgressBarPos(playerid, barid, pos_x, pos_y);
GetPlayerProgressBarPadding(playerid, barid, padding_x, padding_y);
// Computing normalized sizes and corner positions in canvas pixels.
outer_pos_x2 = pos_x + width;
outer_pos_y2 = pos_y + height;
inner_pos_x1 = pos_x + padding_x;
inner_pos_x2 = outer_pos_x2 - padding_x;
inner_pos_y1 = pos_y + padding_y;
inner_pos_y2 = outer_pos_y2 - padding_y;
inner_size_x = inner_pos_x2 - inner_pos_x1;
inner_size_y = inner_pos_y2 - inner_pos_y1;
bar_getRatios(direction, cur_value, min_value, max_value, ratio_from, ratio_to);
ratio_from *= size_multiplier;
ratio_to *= size_multiplier;
if( is_vertical ) {
value_pos_x1 = inner_pos_x1;
value_pos_x2 = inner_pos_x2;
} else { // is horizontal.
value_pos_y1 = inner_pos_y1;
value_pos_y2 = inner_pos_y2;
}
switch(direction) {
case BAR_DIRECTION_RIGHT: { value_pos_x1 = inner_pos_x1; }
case BAR_DIRECTION_LEFT: { value_pos_x1 = inner_pos_x2; }
case BAR_DIRECTION_HORIZONTAL_FROM_0: { value_pos_x1 = inner_pos_x1; }
case BAR_DIRECTION_UP: { value_pos_y1 = inner_pos_y2; }
case BAR_DIRECTION_DOWN: { value_pos_y1 = inner_pos_y1; }
case BAR_DIRECTION_VERTICAL_FROM_0: { value_pos_y1 = inner_pos_y2; }
}
if( is_vertical ) {
value_pos_y2 = value_pos_y1;
value_pos_y1 += inner_size_y * ratio_from;
value_pos_y2 += inner_size_y * ratio_to;
} else {
value_pos_x2 = value_pos_x1;
value_pos_x1 += inner_size_x * ratio_from;
value_pos_x2 += inner_size_x * ratio_to;
}
// normalising ranges.
{
_normalise_range_f(value_pos_x1, value_pos_x2);
_normalise_range_f(value_pos_y1, value_pos_y2);
}
new Float:correction_x = 1.25;
value_pos_x1 += correction_x;
value_pos_x2 -= correction_x;
inner_pos_x1 += correction_x;
inner_pos_x2 -= correction_x;
boundary[E_PBAR_BACKGROUND_POS_X] = pos_x;
boundary[E_PBAR_BACKGROUND_POS_Y] = pos_y;
boundary[E_PBAR_BACKGROUND_RIGHT] = outer_pos_x2;
boundary[E_PBAR_BACKGROUND_HEIGHT] = 0.1 * (outer_pos_y2 - pos_y);
boundary[E_PBAR_FILLER_POS_X] = inner_pos_x1;
boundary[E_PBAR_FILLER_POS_Y] = inner_pos_y1;
boundary[E_PBAR_FILLER_RIGHT] = inner_pos_x2;
boundary[E_PBAR_FILLER_HEIGHT] = 0.1 * (inner_pos_y2 - inner_pos_y1);
boundary[E_PBAR_VALUE_POS_X] = value_pos_x1;
boundary[E_PBAR_VALUE_POS_Y] = value_pos_y1;
boundary[E_PBAR_VALUE_RIGHT] = value_pos_x2;
boundary[E_PBAR_VALUE_HEIGHT] = 0.1 * (value_pos_y2 - value_pos_y1);
}