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local TEXTURE_WIDTH = 1680local TEXTURE_HEIGHT = 1050local TEXTURE_ASPECT_RATIO = TEXTURE_WIDTH / TEXTURE_HEIGHTlocal LOADING_TIP_PERCENTAGE = 0.8local TARGET_FRAMERATE = 60local MAX_FRAMES_PER_UPDATE = 5local MAX_ROTATION = math.pi * 2local ROTATION_PER_FRAME = -MAX_ROTATION * 0.01local MINIMUM_TIME_TO_HOLD_LOADING_TIP_MS = 15000-- Difficulty icons------------------------------local CHALLENGE_DIFFICULTY_ICONS ={ [OVERLAND_DIFFICULTY_TYPE_BASEGAME] = "EsoUI/Art/ChallengeDifficulty/Gamepad/gp_challengeDifficulty_basegame.dds", [OVERLAND_DIFFICULTY_TYPE_JOURNEYMAN] = "EsoUI/Art/ChallengeDifficulty/Gamepad/gp_challengeDifficulty_journeyman.dds", [OVERLAND_DIFFICULTY_TYPE_ADVENTURER] = "EsoUI/Art/ChallengeDifficulty/Gamepad/gp_challengeDifficulty_adventurer.dds", [OVERLAND_DIFFICULTY_TYPE_VETERAN] = "EsoUI/Art/ChallengeDifficulty/Gamepad/gp_challengeDifficulty_veteran.dds",}-- Instance type icons ------------------------------local ZONE_DISPLAY_TYPE_ICONS ={ [ZONE_DISPLAY_TYPE_SOLO] = "EsoUI/Art/loadingTips/loadingTip_soloInstance.dds", [ZONE_DISPLAY_TYPE_DUNGEON] = "EsoUI/Art/loadingTips/loadingTip_groupInstance.dds", [ZONE_DISPLAY_TYPE_RAID] = "EsoUI/Art/loadingTips/loadingTip_raidDungeon.dds", [ZONE_DISPLAY_TYPE_GROUP_DELVE] = "EsoUI/Art/loadingTips/loadingTip_groupDelve.dds", [ZONE_DISPLAY_TYPE_GROUP_AREA] = "EsoUI/Art/Icons/mapKey/mapKey_groupArea.dds", [ZONE_DISPLAY_TYPE_PUBLIC_DUNGEON] = "EsoUI/Art/loadingTips/loadingTip_dungeon.dds", [ZONE_DISPLAY_TYPE_DELVE] = "EsoUI/Art/loadingTips/loadingTip_delve.dds", [ZONE_DISPLAY_TYPE_HOUSING] = "EsoUI/Art/Icons/mapKey/mapKey_housing.dds", [ZONE_DISPLAY_TYPE_ZONE_STORY] = "EsoUI/Art/Icons/mapKey/mapKey_zoneStory.dds", [ZONE_DISPLAY_TYPE_ENDLESS_DUNGEON] = "EsoUI/Art/Icons/mapKey/mapKey_endlessDungeon.dds", [ZONE_DISPLAY_TYPE_ADVENTURE_ZONE] = "EsoUI/Art/Icons/mapKey/mapKey_adventureZone.dds",} return ZONE_DISPLAY_TYPE_ICONS[zoneDisplayType]end--Local implementation of object pool for key edge file------------------------------local g_keyEdgefileFreeList = {}local g_keyEdgefileActiveList = {} local keyEdgeFile = next(g_keyEdgefileFreeList) or GetWindowManager():CreateControlFromVirtual("", control, "ZO_LoadingScreen_KeyBackdrop") --If we already have something in the pool, we need to set the parent. g_keyEdgefileFreeList[keyEdgeFile] = nil g_keyEdgefileActiveList[keyEdgeFile] = true return keyEdgeFileend g_keyEdgefileActiveList[keyEdgeFile] = nil g_keyEdgefileFreeList[keyEdgeFile] = true endend--Loading Screen Object-- Note: Must provide an InitializeAnimations function in derived classes------------------------------LoadingScreen_Base = {} endend 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) EVENT_MANAGER:RegisterForEvent(self:GetSystemName(), EVENT_OVERLAND_DIFFICULTY_CHANGED, function(...) self:UpdateOverlandDifficultyLabel(...) end) if not isComplete then return 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: " for i = LOADING_SYSTEM_ITERATION_BEGIN, LOADING_SYSTEM_ITERATION_END do end end end end EVENT_MANAGER:RegisterForEvent(self:GetSystemName(), EVENT_SUBSYSTEM_LOAD_STATE_CHANGED, OnSubsystemLoadStateChanged)end local screenAspectRatio = screenWidth / screenHeight if TEXTURE_ASPECT_RATIO > screenAspectRatio then local scale = screenHeight / TEXTURE_HEIGHT else local scale = screenWidth / TEXTURE_WIDTH endendfunction LoadingScreen_Base:OnAreaLoadStarted(evt, worldId, instanceNum, zoneName, zoneDescription, loadingTexture, zoneDisplayType) self:Log(string.format("Load Screen - OnAreaLoadStarted - (%d) %s", worldId, zoneName == "" and "Unknown Zone" or zoneName))endfunction LoadingScreen_Base:OnPrepareForJump(evt, zoneName, zoneDescription, loadingTexture, zoneDisplayType) self:Log(string.format("Load Screen - OnPrepareForJump - %s", zoneName == "" and "Unknown Zone" or zoneName))endend --Hack to run to code that would execute on the hide animation complete immediatelyendendlocal BATTLEGROUND_TEAM_TEXTURES ={ [BATTLEGROUND_TEAM_FIRE_DRAKES] = "EsoUI/Art/Battlegrounds/battlegrounds_teamIcon_orange.dds", [BATTLEGROUND_TEAM_STORM_LORDS] = "EsoUI/Art/Battlegrounds/battlegrounds_teamIcon_purple.dds", [BATTLEGROUND_TEAM_PIT_DAEMONS] = "EsoUI/Art/Battlegrounds/battlegrounds_teamIcon_green.dds",}local GAMEPAD_BATTLEGROUND_TEAM_TEXTURES ={ [BATTLEGROUND_TEAM_FIRE_DRAKES] = "EsoUI/Art/Battlegrounds/Gamepad/gp_battlegrounds_teamIcon_orange.dds", [BATTLEGROUND_TEAM_STORM_LORDS] = "EsoUI/Art/Battlegrounds/Gamepad/gp_battlegrounds_teamIcon_purple.dds", [BATTLEGROUND_TEAM_PIT_DAEMONS] = "EsoUI/Art/Battlegrounds/Gamepad/gp_battlegrounds_teamIcon_green.dds",}function LoadingScreen_Base:Show(zoneName, zoneDescription, loadingTexture, zoneDisplayType, isOverlandDifficultyDisabled) --Some of the logic in this file can cause use to briefly hide the load screen, so we set this to make sure we dont clear narration due to a hide while this function is running --If the app gui was previously hidden, mark the narration dirty --First configure the visuals local isDefaultTexture = "" == loadingTexture if isDefaultTexture then end end end local showZoneDisplayType = zoneDisplayType ~= ZONE_DISPLAY_TYPE_NONE and (zoneDisplayType ~= ZONE_DISPLAY_TYPE_BATTLEGROUND or self.battlegroundId ~= 0) if not isDefaultTexture then local shouldHideName = false --If the zone name text changed, mark narration dirty end if activityTeam ~= BATTLEGROUND_TEAM_INVALID then local battlegroundTeamName = ZO_ColorizeString(r, g, b, GetString("SI_BATTLEGROUNDTEAM", activityTeam)) local teamIcon teamIcon = GAMEPAD_BATTLEGROUND_TEAM_TEXTURES[activityTeam] else teamIcon = BATTLEGROUND_TEAM_TEXTURES[activityTeam] end --If the instance type text changed, mark narration dirty end end else if showZoneDisplayType then --If the instance type text changed (changed type or new language chosen), mark narration dirty end -- Hacky stop gap solution to the Zone and the feature having the same name -- Design asked us to suppress the zone name and let the zone display type do the work shouldHideName = zoneDisplayType == ZONE_DISPLAY_TYPE_ENDLESS_DUNGEON end -- Hacky stop gap solution to the Zone and the feature having the same name -- Design asked us to suppress the zone name and let the zone display type do the work if not shouldHideName then --If the zone name text changed, mark narration dirty end 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 if shouldHideName then if showZoneDisplayType then end else 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 --Now that we are done showing the load screen, allow clearing the narration again endend --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 defend -- 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 endendfunction LoadingScreen_Base:OnZoneDescriptionNewUserAreaCreated(control, areaData, areaText, left, right, top, bottom) if areaData == "key" then endend --If the zone description text changed, mark narration dirty endend if difficulty then local difficultyIcon = string.format("|t%s:%s:%s|t", "100%", "100%", CHALLENGE_DIFFICULTY_ICONS[difficulty]) else endend if zoneDisplayType == ZONE_DISPLAY_TYPE_BATTLEGROUND then else endendend --We finally get rid of the load screen entirely when it is animated out endend |