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ESO Lua File v100020

app/loadingscreen/sharedloadingscreen.lua

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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",
}
function GetInstanceDisplayTypeIcon(instanceDisplayType)
    return INSTANCE_DISPLAY_TYPE_ICONS[instanceDisplayType]
end
--Local implementation of object pool for key edge file
------------------------------
local g_keyEdgefileFreeList = {}
local g_keyEdgefileActiveList = {}
local function GetOrCreateKeyEdgefile()
    local keyEdgeFile = next(g_keyEdgefileFreeList) or GetWindowManager():CreateControlFromVirtual("", LoadingScreenZoneDescription, "ZO_LoadingScreen_KeyBackdrop")
    g_keyEdgefileFreeList[keyEdgeFile] = nil
    g_keyEdgefileActiveList[keyEdgeFile] = true
    return keyEdgeFile
end
local function ReleaseAllKeyEdgeFiles()
    for keyEdgeFile in pairs(g_keyEdgefileActiveList) do
        g_keyEdgefileActiveList[keyEdgeFile] = nil
        g_keyEdgefileFreeList[keyEdgeFile] = true
        keyEdgeFile:SetHidden(true)
    end
end
--Loading Screen Object
-- Note: Must provide an InitializeAnimations function in derived classes
------------------------------
LoadingScreen_Base = {}
function LoadingScreen_Base:Log(text)
    if WriteToInterfaceLog then
        WriteToInterfaceLog(self:GetSystemName().." - "..text)
    end
end
function LoadingScreen_Base:Initialize()
    self.seenZones = {}
    self.currentRotation = 0
    self.lastUpdate = GetFrameTimeMilliseconds()
    self.timeShowingTipMS = 0
    self.pendingLoadingTips = {}
    self.hasShownFirstTip = false
    self.animations = nil
    local zoneInfoContainer = self:GetNamedChild("ZoneInfoContainer")
    self.bgTexture = self:GetNamedChild("Bg")
    self.art = self:GetNamedChild("Art")
    self.zoneName = zoneInfoContainer:GetNamedChild("ZoneName")
    self.zoneDescription = self:GetNamedChild("ZoneDescription")
    self.descriptionBg = self:GetNamedChild("DescriptionBg")
    self.instanceTypeIcon = zoneInfoContainer:GetNamedChild("InstanceTypeIcon")
    self.instanceType = zoneInfoContainer:GetNamedChild("InstanceType")
    self.spinner = self:GetNamedChild("Spinner")
    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:HideLoadingScreen(...) end)
    EVENT_MANAGER:RegisterForEvent(self:GetSystemName(), EVENT_DISCONNECTED_FROM_SERVER, function(...) self:HideLoadingScreen(...) end)
    EVENT_MANAGER:RegisterForEvent(self:GetSystemName(), EVENT_RESUME_FROM_SUSPEND, function(...) self:OnResumeFromSuspend(...) end)
    local function OnSubsystemLoadComplete(eventCode, system)
        self:Log(string.format("Load Screen - System %d Complete", system))
        if GetNumTotalSubsystemsToLoad() == GetNumLoadedSubsystems() and not IsWaitingForTeleport() then
            --If the last systems we were waiting on all finish in the same frame we could call Hide several times
            self:Log("Load Screen - Systems Loaded and No Teleport")
            self:Hide()
        end
    end
    EVENT_MANAGER:RegisterForEvent(self:GetSystemName(), EVENT_SUBSYSTEM_LOAD_COMPLETE, OnSubsystemLoadComplete)
    self:SizeLoadingTexture()
    self:InitializeAnimations()
end
function LoadingScreen_Base:SizeLoadingTexture()
    local screenWidth, screenHeight = GuiRoot:GetDimensions()
    local screenAspectRatio = screenWidth / screenHeight
    if TEXTURE_ASPECT_RATIO > screenAspectRatio then
        local scale = screenHeight / TEXTURE_HEIGHT 
        self.art:SetDimensions(TEXTURE_WIDTH * scale, screenHeight)
    else
        local scale = screenWidth / TEXTURE_WIDTH
        self.art:SetDimensions(screenWidth, TEXTURE_HEIGHT * scale)
    end
end
function LoadingScreen_Base:OnAreaLoadStarted(evt, worldId, instanceNum, zoneName, zoneDescription, loadingTexture, instanceDisplayType)
    self:Log("Load Screen - OnAreaLoadStarted")
    self:UpdateBattlegroundId(instanceDisplayType)
    self:QueueShow(zoneName, zoneDescription, loadingTexture, instanceDisplayType)
end
function LoadingScreen_Base:OnPrepareForJump(evt, zoneName, zoneDescription, loadingTexture, instanceDisplayType)
    self:Log("Load Screen - OnPrepareForJump")
    self:UpdateBattlegroundId(instanceDisplayType)
    self:QueueShow(zoneName, zoneDescription, loadingTexture, instanceDisplayType)
end
function LoadingScreen_Base:HideLoadingScreen()
    self:Hide()
end
function LoadingScreen_Base:OnResumeFromSuspend(evt)
    self:QueueShow("", "", "", INSTANCE_DISPLAY_TYPE_NONE)
end
function LoadingScreen_Base:QueueShow(...)
    self:Log("Load Screen - Queue Show")
    if self:IsPreferredScreen() then
        if not self.hasShownFirstTip then
            self:Log("Load Screen - Queue Show - Show")
            self.hasShownFirstTip = true
            self.lastUpdate = GetFrameTimeMilliseconds()
            self:Show(...)
        else
            self:Log("Load Screen - Queue Show - Added to Pending")
            table.insert(self.pendingLoadingTips, {...})
        end
    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",
}
function LoadingScreen_Base:Show(zoneName, zoneDescription, loadingTexture, instanceDisplayType)
    self:Log("Load Screen - Show")
    --First configure the visuals
    self:SizeLoadingTexture()
    local isDefaultTexture = "" == loadingTexture
    if isDefaultTexture then
        loadingTexture = GetRandomLoadingScreenTexture()
    end
    self.art:SetTexture(loadingTexture)
    self.zoneName:SetHidden(isDefaultTexture)
    self.zoneDescription:SetHidden(isDefaultTexture)
    if self.descriptionBg then
        self.descriptionBg:SetHidden(isDefaultTexture)
    end
    local showInstanceDisplayType = instanceDisplayType ~= INSTANCE_DISPLAY_TYPE_NONE and instanceDisplayType ~= INSTANCE_DISPLAY_TYPE_BATTLEGROUND
    self.instanceTypeIcon:SetHidden(not showInstanceDisplayType)
    self.instanceType:SetHidden(not showInstanceDisplayType)
    if not isDefaultTexture then
        if self.battlegroundId ~= 0 then
            local gameType = GetBattlegroundGameType(self.battlegroundId)
            local gameTypeString = GetString("SI_BATTLEGROUNDGAMETYPE", gameType)
            local battlegroundDescription = GetBattlegroundDescription(self.battlegroundId)
            self.zoneName:SetText(LocalizeString("<<C:1>>", gameTypeString))
            self:SetZoneDescription(LocalizeString("<<1>>", battlegroundDescription))
            local activityAlliance = GetLatestActivityAlliance()
            if activityAlliance ~= BATTLEGROUND_ALLIANCE_NONE then
                local r, g, b, a = GetInterfaceColor(INTERFACE_COLOR_TYPE_BATTLEGROUND_ALLIANCE, activityAlliance)
                local battlegroundTeamName = ZO_ColorizeString(r, g, b, GetString("SI_BATTLEGROUNDALLIANCE", activityAlliance))
                local teamIcon
                if IsInGamepadPreferredMode() then
                    teamIcon = GAMEPAD_BATTLEGROUND_TEAM_TEXTURES[activityAlliance]
                else
                    teamIcon = BATTLEGROUND_TEAM_TEXTURES[activityAlliance]
                end
                self.instanceType:SetText(LocalizeString("<<1>>", battlegroundTeamName))
                self.instanceType:SetHidden(false)
                self.instanceTypeIcon:SetTexture(teamIcon)
                self.instanceTypeIcon:SetHidden(false)
            end
        else
            if showInstanceDisplayType then
                self.instanceTypeIcon:SetTexture(GetInstanceDisplayTypeIcon(instanceDisplayType))
                self.instanceType:SetText(GetString("SI_INSTANCEDISPLAYTYPE", instanceDisplayType))
            end
            self.zoneName:SetText(LocalizeString("<<C:1>>", zoneName))
            if self.seenZones[zoneName] and math.random() <= LOADING_TIP_PERCENTAGE then
                local tip = GetLoadingTip()
                if tip ~= "" then
                    self:SetZoneDescription(tip)
                else
                    self:SetZoneDescription(LocalizeString("<<1>>", zoneDescription))
                end
            else
                self:SetZoneDescription(LocalizeString("<<1>>", zoneDescription))
            end
            self.seenZones[zoneName] = true
        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
    if self.animations:IsPlaying() then
        self.animations:PlayInstantlyToStart()
    end
    --Here we begin showing the load screen.
    --First show the whole GUI, this needs to be done immediately to show anything
    SetGuiHidden("app", false)
    --also show the loadscreen top level
    self:SetHidden(false)
    --also show the solid black texture that blocks out the world
    self.bgTexture:SetHidden(false)
    --also add the keybinds
    if not IsActionLayerActiveByNameApp("LoadingScreen") then
        PushActionLayerByNameApp("LoadingScreen")
    end
    --also fade in the spinner
    self.spinnerFadeAnimation:PlayForward()
    self.timeShowingTipMS = 0
    --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
    self.loadScreenTextureLoaded = false
end
function LoadingScreen_Base:Hide()
    self:Log("Load Screen - Hide")
    --if it is hidden or already hiding then return
    if self:IsHidden() or
        (self.animations:IsPlaying() and self.animations:IsPlayingBackward()) or
        (self.spinnerFadeAnimation:IsPlaying() and self.spinnerFadeAnimation:IsPlayingBackward()) then
            return
    end
    self:Log("Load Screen - Hide - Wasn't Already Hiding")
    --Hide the black BG on the start of hiding so the load screen fades with the world
    self.bgTexture:SetHidden(true)
    self.animations:PlayBackward()
    self.spinnerFadeAnimation:PlayBackward()
    if #self.pendingLoadingTips > 0 then
        -- App doesn't load libraries, so we don't have ZO_ClearTable, and it seems like a huge waste to bring it all over for this one call
        for index in pairs(self.pendingLoadingTips) do
            self.pendingLoadingTips[index] = nil
        end
    end
    self.hasShownFirstTip = false
    self:ClearBattlegroundId()
end
function LoadingScreen_Base:UpdateLoadingTip(delta)
    self.timeShowingTipMS = self.timeShowingTipMS + delta
    if #self.pendingLoadingTips > 0 and self.timeShowingTipMS > MINIMUM_TIME_TO_HOLD_LOADING_TIP_MS then
        local oldestPendingTip = table.remove(self.pendingLoadingTips, 1)
        self:Show(unpack(oldestPendingTip))
    end
end
function LoadingScreen_Base:Update()
    -- hold on other animations till background art is fully loaded
    if not self.loadScreenTextureLoaded and self.art:IsTextureLoaded() then
        self.loadScreenTextureLoaded = true
        self.animations:PlayForward()
    end
    if self.lastUpdate then
        local now = GetFrameTimeMilliseconds()
        local delta = now - self.lastUpdate
        local numFramesToIncrease = delta / TARGET_FRAMERATE
        if numFramesToIncrease == 0 then
            return
        elseif numFramesToIncrease > MAX_FRAMES_PER_UPDATE then
            numFramesToIncrease = MAX_FRAMES_PER_UPDATE
        end
        self.lastUpdate = now
        self.currentRotation = (self.currentRotation + numFramesToIncrease * ROTATION_PER_FRAME) % MAX_ROTATION
        self.spinner:SetTextureRotation(self.currentRotation)
        self:UpdateLoadingTip(delta)
    end
end
function LoadingScreen_Base:OnZoneDescriptionNewUserAreaCreated(control, areaData, areaText, left, right, top, bottom)
    if areaData == "key" then
        local keyEdgeFile = GetOrCreateKeyEdgefile()
        keyEdgeFile:SetAnchor(TOPLEFT, control, TOPLEFT, left + 2, top - 1)
        keyEdgeFile:SetAnchor(BOTTOMRIGHT, control, TOPLEFT, right - 2, bottom + 1)
        keyEdgeFile:SetHidden(false)
    end
end
function LoadingScreen_Base:SetZoneDescription(tip)
    self.zoneDescription:SetText(tip)
end
function LoadingScreen_Base:UpdateBattlegroundId(instanceDisplayType)
    if instanceDisplayType == INSTANCE_DISPLAY_TYPE_BATTLEGROUND then
        self.battlegroundId = GetActivityBattlegroundId(GetCurrentLFGActivityId())
    else
        self:ClearBattlegroundId()
    end
end
function LoadingScreen_Base:ClearBattlegroundId()
    self.battlegroundId = 0
end
    --We finally get rid of the load screen entirely when it is animated out
    if timeline:IsPlayingBackward() then
        timeline.control:SetHidden(true)
        SetGuiHidden("app", true)
        RemoveActionLayerByNameApp("LoadingScreen")
    end
end