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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 = - MAX_ROTATION * 0.01
local MINIMUM_TIME_TO_HOLD_LOADING_TIP_MS = 15000
-- 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" ,
}
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 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 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
end
end
function 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 ) )
end
function LoadingScreen_Base : OnPrepareForJump ( evt , zoneName , zoneDescription , loadingTexture , zoneDisplayType )
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_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" ,
}
--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 activityAlliance ~= BATTLEGROUND_TEAM_INVALID then
local battlegroundTeamName = ZO_ColorizeString ( r , g , b , GetString ( "SI_BATTLEGROUNDTEAM" , activityAlliance ) )
local teamIcon
teamIcon = GAMEPAD_BATTLEGROUND_TEAM_TEXTURES [ activityAlliance ]
else
teamIcon = BATTLEGROUND_TEAM_TEXTURES [ activityAlliance ]
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
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
--If the zone description text changed, mark narration dirty
end
end
if zoneDisplayType == ZONE_DISPLAY_TYPE_BATTLEGROUND then
else
end
end
end
--We finally get rid of the load screen entirely when it is animated out
end
end |