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Bars

Info

Dependencies:
- PermMem
- View
Implementation:
Bars.d on GitHub

This package makes it very easy to add new bars, for e.g. stamina.

Initialization

Initialize with LeGo_Bars flag.

LeGo_Init(LeGo_Bars);

Functions

Note

If the GothicBar prototype is selected as the initial type (GothicBar@ as the constructor), the user's own bars are visually indistinguishable from those used in Gothic.

Bar_Create

Bar_Create

Creates a new bar from a constructor instance.

func int Bar_Create(var int inst)

Parameters

  • var int inst
    Constructor instance of Bar class

Return value

The function returns the address of the new bar, aka the handle.

Examples

var int bar; bar = Bar_Create(GothicBar@);

var int bar; bar = Bar_Create(GothicBar@); // Create a new bar
Bar_SetPercent(bar, 50);                   // And set the value to 50%
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func void Example_1()
{
    var int bar; bar = Bar_Create(GothicBar@); // Create a new bar
    Bar_SetPercent(bar, 50);                   // And set the value to 50%
};

Bar_Delete

Bar_Delete

Deletes a bar from the screen and from memory.

func void Bar_Delete(var int bar)

Parameters

  • var int bar
    Handle returned from Bar_Create

Bar_SetMax

Bar_SetMax

Changes a bar's maximum value but does not update its bar length (only Bar_SetPercent, Bar_SetPromille and Bar_SetValue)

func void Bar_SetMax(var int bar, var int max)
Parameters
  • var int bar
    Handle returned from Bar_Create

  • var int max
    New maximum value

Bar_SetValue

Bar_SetValue

Sets the value of the bar.

func void Bar_SetValue(var int bar, var int val)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int val
    New value of the bar

Bar_SetPercent

Bar_SetPercent

Sets the value of the bar but as a percentage (0..100).

func void Bar_SetPercent(var int bar, var int perc)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int perc
    New value of the bar in percent

Bar_SetPromille

Bar_SetPromille

Sets the value of the bar but per mille (0..1000).

func void Bar_SetPromille(var int bar, var int pro)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int pro
    New value of the bar in per mille

Bar_Hide

Bar_Hide

Hides a bar. It will not be deleted.

func void Bar_Hide(var int bar)
Parameters
  • var int bar
    Handle returned from Bar_Create

Bar_Show

Bar_Show

Displays a bar again after using Bar_Hide.

func void Bar_Show(var int bar)
Parameters
  • var int bar
    Handle returned from Bar_Create

Bar_MoveTo

Bar_MoveTo

Move the bar to virtual position.

func void Bar_MoveTo(var int bar, var int x, var int y)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int x
    New horizontal position in virtual coordinates
  • var int y
    New vertical position in virtual coordinates

Bar_MoveToPxl

Bar_MoveToPxl

Move the bar to pixel position.

func void Bar_MoveToPxl(var int bar, var int x, var int y)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int x
    New horizontal position in pixels
  • var int y
    New vertical position in pixels

Bar_SetAlpha

Bar_SetAlpha

Sets the transparency of the bar.

func void Bar_SetAlpha(var int bar, var int alpha)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int alpha
    Transparency value (0..255)

Bar_SetBarTexture

Bar_SetBarTexture

Sets the foreground texture of the bar.

func void Bar_SetBarTexture(var int bar, var string barTex)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var string barTex
    The new foreground texture

Bar_SetBackTexture

Bar_SetBackTexture

Sets the background texture of the bar.

func void Bar_SetBackTexture(var int bar, var string backTex)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var string backTex
    The new background texture

Bar_Resize

Bar_Resize

Resize an existing bar.

func void Bar_Resize(var int bar, var int width, var int height)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int width
    New width in virtual coordinates
  • var int height
    New height in virtual coordinates

Bar_ResizePxl

Bar_ResizePxl

Resize existing bar (in pixels).

func void Bar_ResizePxl(var int bar, var int x, var int y)
Parameters
  • var int bar
    Handle returned from Bar_Create
  • var int x
    New width in pixels
  • var int y
    New height in pixels

Examples

Note

The bars assume a certain basic understanding of the PermMem module.

A dedicated experience bar

Bars implement the Bar class. It looks like this:

class Bar
{
    var int x;          // X position on the screen (middle of the bar)
    var int y;          // Y position on the screen (middle of the bar)
    var int barTop;     // Top/bottom margin
    var int barLeft;    // Left/right margin
    var int width;      // Bar width
    var int height;     // Bar height
    var string backTex; // Background texture
    var string barTex;  // Actual bar texture
    var int value;      // Current value
    var int valueMax;   // Maximum value
};
The GothicBar prototype is a bar, which mimics the standard Gothic status bar.
prototype GothicBar(Bar)
{
    x = Print_Screen[PS_X] / 2;
    y = Print_Screen[PS_Y] - 20;
    barTop = 3;
    barLeft = 7;
    width = 180;
    height = 20;
    backTex = "Bar_Back.tga";
    barTex = "Bar_Misc.tga";
    value = 100;
    valueMax = 100;
};

It is much easier to set up a new instance using this prototype. GothicBar without modifications can be found as the GothicBar@ instance, which we used to create the bar in the example above. GothicBar is located in the middle of the screen and looks exactly like the Gothic underwater bar.

// Instance created from 
instance Bar_1(GothicBar)
{
    x = 100;
    y = 20;
};

func void Example_1()
{
    // Example_1 could e.g. be called in Init_Global
    FF_ApplyOnce(Loop_1);
};

func void Loop_1()
{
    // Example_1 gets this loop running.
    // Here the bar should be constructed once
    // and then adapted to the EXP of the hero:
    var int MyBar;
    if(!Hlp_IsValidHandle(MyBar))
    {
        MyBar = Bar_Create(Bar_1); // Our Bar_1
    };
    // The rest is probably self-explanatory:
    Bar_SetMax(MyBar, hero.exp_next);
    Bar_SetValue(MyBar, hero.exp);
};

Note

This is translation of article originally written by Gottfried and Lehona and hosted on LeGo's official documentation website.