1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 |
local TEXTURE_WIDTH = 1680
local TEXTURE_HEIGHT = 1050
local TEXTURE_ASPECT_RATIO = TEXTURE_WIDTH / TEXTURE_HEIGHT
local LOADING_TIP_PERCENTAGE = 0.8
local TARGET_FRAMERATE = 60
local MAX_FRAMES_PER_UPDATE = 5
local MAX_ROTATION = math . pi * 2
local ROTATION_PER_FRAME = - math . pi * . 02
local MINIMUM_TIME_TO_HOLD_LOADING_TIP_MS = 15000
-- Instance type icons
------------------------------
local INSTANCE_DISPLAY_TYPE_ICONS =
{
[ INSTANCE_DISPLAY_TYPE_SOLO ] = "EsoUI/Art/loadingTips/loadingTip_soloInstance.dds" ,
[ INSTANCE_DISPLAY_TYPE_DUNGEON ] = "EsoUI/Art/loadingTips/loadingTip_groupInstance.dds" ,
[ INSTANCE_DISPLAY_TYPE_RAID ] = "EsoUI/Art/loadingTips/loadingTip_raidDungeon.dds" ,
[ INSTANCE_DISPLAY_TYPE_GROUP_DELVE ] = "EsoUI/Art/loadingTips/loadingTip_groupDelve.dds" ,
[ INSTANCE_DISPLAY_TYPE_GROUP_AREA ] = "EsoUI/Art/Icons/mapKey/mapKey_groupArea.dds" ,
[ INSTANCE_DISPLAY_TYPE_PUBLIC_DUNGEON ] = "EsoUI/Art/loadingTips/loadingTip_dungeon.dds" ,
[ INSTANCE_DISPLAY_TYPE_DELVE ] = "EsoUI/Art/loadingTips/loadingTip_delve.dds" ,
[ INSTANCE_DISPLAY_TYPE_HOUSING ] = "EsoUI/Art/Icons/mapKey/mapKey_housing.dds" ,
}
return INSTANCE_DISPLAY_TYPE_ICONS [ instanceDisplayType ]
end
--Local implementation of object pool for key edge file
------------------------------
local g_keyEdgefileFreeList = { }
local g_keyEdgefileActiveList = { }
local keyEdgeFile = next ( g_keyEdgefileFreeList ) or GetWindowManager ( ) : CreateControlFromVirtual ( "" , LoadingScreenZoneDescription , "ZO_LoadingScreen_KeyBackdrop" )
g_keyEdgefileFreeList [ keyEdgeFile ] = nil
g_keyEdgefileActiveList [ keyEdgeFile ] = true
return keyEdgeFile
end
g_keyEdgefileActiveList [ keyEdgeFile ] = nil
g_keyEdgefileFreeList [ keyEdgeFile ] = true
end
end
--Loading Screen Object
-- Note: Must provide an InitializeAnimations function in derived classes
------------------------------
LoadingScreen_Base = { }
end
end
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_AREA_LOAD_STARTED , function ( ... ) self : OnAreaLoadStarted ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_SCREEN_RESIZED , function ( ... ) self : SizeLoadingTexture ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_PREPARE_FOR_JUMP , function ( ... ) self : OnPrepareForJump ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_JUMP_FAILED , function ( ... ) self : OnJumpFailed ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_DISCONNECTED_FROM_SERVER , function ( ... ) self : OnDisconnectedFromServer ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_RESUME_FROM_SUSPEND , function ( ... ) self : OnResumeFromSuspend ( ... ) end )
--If the last systems we were waiting on all finish in the same frame we could call Hide several times
else
end
else
local remainingText = "Load Screen - Waiting On: "
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( self : GetSystemName ( ) , EVENT_SUBSYSTEM_LOAD_COMPLETE , OnSubsystemLoadComplete )
end
local screenAspectRatio = screenWidth / screenHeight
if TEXTURE_ASPECT_RATIO > screenAspectRatio then
local scale = screenHeight / TEXTURE_HEIGHT
else
local scale = screenWidth / TEXTURE_WIDTH
end
end
function LoadingScreen_Base : OnAreaLoadStarted ( evt , worldId , instanceNum , zoneName , zoneDescription , loadingTexture , instanceDisplayType )
self : Log ( string . format ( "Load Screen - OnAreaLoadStarted - (%d) %s" , worldId , zoneName == "" and "Unknown Zone" or zoneName ) )
end
function LoadingScreen_Base : OnPrepareForJump ( evt , zoneName , zoneDescription , loadingTexture , instanceDisplayType )
self : Log ( string . format ( "Load Screen - OnPrepareForJump - %s" , zoneName == "" and "Unknown Zone" or zoneName ) )
end
end
--Hack to run to code that would execute on the hide animation complete immediately
end
end
local BATTLEGROUND_TEAM_TEXTURES =
{
[ BATTLEGROUND_ALLIANCE_FIRE_DRAKES ] = "EsoUI/Art/Battlegrounds/battlegrounds_teamIcon_orange.dds" ,
[ BATTLEGROUND_ALLIANCE_STORM_LORDS ] = "EsoUI/Art/Battlegrounds/battlegrounds_teamIcon_purple.dds" ,
[ BATTLEGROUND_ALLIANCE_PIT_DAEMONS ] = "EsoUI/Art/Battlegrounds/battlegrounds_teamIcon_green.dds" ,
}
local GAMEPAD_BATTLEGROUND_TEAM_TEXTURES =
{
[ BATTLEGROUND_ALLIANCE_FIRE_DRAKES ] = "EsoUI/Art/Battlegrounds/Gamepad/gp_battlegrounds_teamIcon_orange.dds" ,
[ BATTLEGROUND_ALLIANCE_STORM_LORDS ] = "EsoUI/Art/Battlegrounds/Gamepad/gp_battlegrounds_teamIcon_purple.dds" ,
[ BATTLEGROUND_ALLIANCE_PIT_DAEMONS ] = "EsoUI/Art/Battlegrounds/Gamepad/gp_battlegrounds_teamIcon_green.dds" ,
}
--First configure the visuals
local isDefaultTexture = "" == loadingTexture
if isDefaultTexture then
end
end
end
local showInstanceDisplayType = instanceDisplayType ~= INSTANCE_DISPLAY_TYPE_NONE and instanceDisplayType ~= INSTANCE_DISPLAY_TYPE_BATTLEGROUND
if not isDefaultTexture then
if activityAlliance ~= BATTLEGROUND_ALLIANCE_NONE then
local battlegroundTeamName = ZO_ColorizeString ( r , g , b , GetString ( "SI_BATTLEGROUNDALLIANCE" , activityAlliance ) )
local teamIcon
teamIcon = GAMEPAD_BATTLEGROUND_TEAM_TEXTURES [ activityAlliance ]
else
teamIcon = BATTLEGROUND_TEAM_TEXTURES [ activityAlliance ]
end
end
else
if showInstanceDisplayType then
end
--Only do this random roll once when the load screen is first brought up, not everytime the info changes
if wasAppGuiHidden then
end
--Only update this on a new zone
local showTipInsteadOfZoneDescription
else
showTipInsteadOfZoneDescription = false
end
if showTipInsteadOfZoneDescription then
end
else
end
else
end
end
end
end
--Then if we are presently hiding the UI then stop that and reset it to the start. This will trigger the actions on the
--animation finishing causing it to hide the load screen and remove the keybinds so this needs to be done before we show
--the load screen and add the keybinds
end
--Here we begin showing the load screen.
--First show the whole GUI, this needs to be done immediately to show anything
--also show the loadscreen top level
--also show the solid black texture that blocks out the world
--also add the keybinds
end
--also fade in the spinner
--For the main animation that brings in the art (as well as some other things) we are waiting until the texture is loaded in memory. This
--is checked continuously in update
end
end
--if it is hidden or already hiding then return
return
end
--Hide the black BG on the start of hiding so the load screen fades with the world
--State for controlling the description or loading tip decision
--State for controlling the load screen texture when it isn't set by a def
end
-- hold on other animations till background art is fully loaded
end
local numFramesToIncrease = delta / TARGET_FRAMERATE
if numFramesToIncrease == 0 then
return
elseif numFramesToIncrease > MAX_FRAMES_PER_UPDATE then
numFramesToIncrease = MAX_FRAMES_PER_UPDATE
end
self . currentRotation = ( self . currentRotation + numFramesToIncrease * ROTATION_PER_FRAME ) % MAX_ROTATION
end
end
function LoadingScreen_Base : OnZoneDescriptionNewUserAreaCreated ( control , areaData , areaText , left , right , top , bottom )
if areaData == "key" then
end
end
end
if instanceDisplayType == INSTANCE_DISPLAY_TYPE_BATTLEGROUND then
else
end
end
end
--We finally get rid of the load screen entirely when it is animated out
end
end |