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SA-MP progress bar converted to C#
using System;
using SampSharp.GameMode;
using SampSharp.GameMode.Display;
using SampSharp.GameMode.SAMP;
using SampSharp.GameMode.Tools;
using SampSharp.GameMode.World;
using SampColor = SampSharp.GameMode.SAMP.Color;
namespace YourNameSpace
{
class ProgressBar : Disposable
{
private readonly PlayerTextDraw _back;
private readonly PlayerTextDraw _fill;
private readonly PlayerTextDraw _main;
private float _value;
private float _max;
public ProgressBar(BasePlayer player, float x, float y, float value, Color color = default,
float width = 55.5f, float height = 3.2f,
float max = 100.0f, ProgressBarDirection direction = ProgressBarDirection.Right)
{
X = x;
Y = y;
_value = value;
Width = width;
Height = height;
Color = color;
_max = max;
Direction = direction;
if (player == null) throw new ArgumentNullException("player");
switch (direction)
{
case ProgressBarDirection.Right:
_back = new PlayerTextDraw(player, new Vector2(x, y), "_")
{
UseBox = true,
Width = x + width - 4.0f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, height / 10),
BoxColor = SampColor.Black
};
_fill = new PlayerTextDraw(player, new Vector2(x + 1.2f, y + 2.15f), "_")
{
UseBox = true,
Width = x + width - 5.5f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, height / 10 - 0.35f),
BoxColor = (uint)((color & 0xFFFFFF00) | (uint)(0x66 & ((color & 0x000000FF) / 2)))
};
_main = new PlayerTextDraw(player, new Vector2(x + 1.2f, y + 2.15f), "_")
{
UseBox = true,
Width = CalculatePercentage(),
Height = 0.0f,
LetterSize = new Vector2(1.0f, height / 10 - 0.35f),
BoxColor = color
};
break;
case ProgressBarDirection.Left:
_back = new PlayerTextDraw(player, new Vector2(x, y), "_")
{
UseBox = true,
Width = x - width - 4.0f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, height / 10),
BoxColor = 0x00000000 | (color & 0x000000FF)
};
_fill = new PlayerTextDraw(player, new Vector2(x - 1.2f, y + 2.15f), "_")
{
UseBox = true,
Width = x - width - 2.5f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, height / 10 - 0.35f),
BoxColor = (int)((color & 0xFFFFFF00) | (uint)(0x66 & ((color & 0x000000FF) / 2)))
};
_main = new PlayerTextDraw(player, new Vector2(x - 1.2f, y + 2.15f), "_")
{
UseBox = true,
Width = CalculatePercentage(),
Height = 0.0f,
LetterSize = new Vector2(1.0f, height / 10 - 0.35f),
BoxColor = color
};
break;
case ProgressBarDirection.Up:
_back = new PlayerTextDraw(player, new Vector2(x, y), "_")
{
UseBox = true,
Width = x - width - 4.0f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, -((height / 10) * 1.02f) - 0.35f),
BoxColor = 0x00000000 | (color & 0x000000FF)
};
_fill = new PlayerTextDraw(player, new Vector2(x - 1.2f, y - 1.0f), "_")
{
UseBox = true,
Width = x - width - 2.5f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, -(height / 10.0f) * 1.02f),
BoxColor = (int)((color & 0xFFFFFF00) | (uint)(0x66 & ((color & 0x000000FF) / 2)))
};
_main = new PlayerTextDraw(player, new Vector2(x - 1.2f, y - 1.0f), "_")
{
UseBox = true,
Width = x - width - 2.5f,
Height = 0.0f,
LetterSize = new Vector2(0.0f, CalculatePercentage()),
BoxColor = color
};
break;
case ProgressBarDirection.Down:
_back = new PlayerTextDraw(player, new Vector2(x, y), "_")
{
UseBox = true,
Width = x - width - 4.0f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, (height / 10) - 0.35f),
BoxColor = 0x00000000 | (color & 0x000000FF)
};
_fill = new PlayerTextDraw(player, new Vector2(x - 1.2f, y + 1.0f), "_")
{
UseBox = true,
Width = x - width - 2.5f,
Height = 0.0f,
LetterSize = new Vector2(1.0f, (height / 10.0f) - 0.55f),
BoxColor = (int)((color & 0xFFFFFF00) | (uint)(0x66 & ((color & 0x000000FF) / 2)))
};
_main = new PlayerTextDraw(player, new Vector2(x - 1.2f, y + 1.0f), "_")
{
UseBox = true,
Width = x - width - 2.5f,
Height = 0.0f,
LetterSize = new Vector2(0.0f, CalculatePercentage()),
BoxColor = color
};
break;
}
}
public float X { get; private set; }
public float Y { get; private set; }
public float Width { get; private set; }
public float Height { get; private set; }
public Color Color { get; private set; }
public float Max
{
get { return _max; }
private set
{
_max = value;
Redraw();
}
}
public float Value
{
get { return _value; }
set
{
_value = value;
Redraw();
}
}
public ProgressBarDirection Direction { get; private set; }
private float CalculatePercentage()
{
float result = 0;
switch (Direction)
{
case ProgressBarDirection.Right:
result = ((X - 3.0f) + (((((X - 2.0f) + Width) - X) / Max) * Value));
break;
case ProgressBarDirection.Left:
result = ((X - 1.0f) - (((((X + 2.0f) - Width) - X) / Max) * -Value)) - 4.0f;
break;
case ProgressBarDirection.Up:
result = -((((((Height / 10.0f) - 0.45f) * 1.02f) / Max) * Value) + 0.55f);
break;
case ProgressBarDirection.Down:
result = ((((((Height / 10.0f) - 0.45f) * 1.02f) / Max) * Value) - 0.55f);
break;
}
return result;
}
private void Redraw()
{
if (_max < 0.1f) _max = 0.1f;
_value = _value < 0 ? 0 : (_value > Max ? Max : _value);
_main.UseBox = _value > 0.0f;
switch (Direction)
{
case ProgressBarDirection.Right:
case ProgressBarDirection.Left:
{
_main.Width = CalculatePercentage();
}
break;
case ProgressBarDirection.Up:
case ProgressBarDirection.Down:
{
_main.LetterSize = new Vector2(0, CalculatePercentage());
}
break;
}
Show();
}
protected override void Dispose(bool disposing)
{
if (!IsDisposed) Hide();
if (_back != null) _back.Dispose();
if (_fill != null) _fill.Dispose();
if (_main != null) _main.Dispose();
}
public void Show()
{
AssertNotDisposed();
_back.Show();
_fill.Show();
_main.Show();
}
public void Hide()
{
AssertNotDisposed();
_back.Hide();
_fill.Hide();
_main.Hide();
}
}
public enum ProgressBarDirection
{
Up,
Down,
Left,
Right
}
}
@htfranek

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Owner

htfranek commented Nov 15, 2018

Updated the code so it's compatable with the newest version of SampSharp.

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