Implement loading screens.

This commit is contained in:
Paul Chote
2019-04-20 10:32:21 +00:00
committed by reaperrr
parent 1f3b30c2d2
commit 3a693d8def
16 changed files with 260 additions and 10 deletions

View File

@@ -10,6 +10,7 @@
#endregion
using OpenRA.Graphics;
using OpenRA.Mods.Common.Widgets;
using OpenRA.Traits;
using OpenRA.Widgets;
@@ -26,31 +27,65 @@ namespace OpenRA.Mods.Common.Traits
[Desc("The widget tree to open when the map editor is loaded.")]
public readonly string EditorRoot = "EDITOR_ROOT";
[Desc("The widget tree to open (in addition to INGAME_ROOT) while loading a saved game.")]
public readonly string GameSaveLoadingRoot = "GAMESAVE_LOADING_SCREEN";
[Desc("Remove any existing UI when a map is loaded.")]
public readonly bool ClearRoot = true;
public object Create(ActorInitializer init) { return new LoadWidgetAtGameStart(this); }
}
public class LoadWidgetAtGameStart : IWorldLoaded
public class LoadWidgetAtGameStart : IWorldLoaded, INotifyGameLoading, INotifyGameLoaded
{
readonly LoadWidgetAtGameStartInfo info;
Widget root;
public LoadWidgetAtGameStart(LoadWidgetAtGameStartInfo info)
{
this.info = info;
}
public void WorldLoaded(World world, WorldRenderer wr)
void INotifyGameLoading.GameLoading(World world)
{
// Clear any existing widget state
if (info.ClearRoot)
Ui.ResetAll();
Ui.OpenWindow(info.GameSaveLoadingRoot, new WidgetArgs()
{
{ "world", world }
});
}
void IWorldLoaded.WorldLoaded(World world, WorldRenderer wr)
{
if (!world.IsLoadingGameSave && info.ClearRoot)
Ui.ResetAll();
var widget = world.Type == WorldType.Shellmap ? info.ShellmapRoot :
world.Type == WorldType.Editor ? info.EditorRoot : info.IngameRoot;
Game.LoadWidget(world, widget, Ui.Root, new WidgetArgs());
root = Game.LoadWidget(world, widget, Ui.Root, new WidgetArgs());
// The Lua API requires the UI to available, so hide it instead
if (world.IsLoadingGameSave)
root.IsVisible = () => false;
}
void INotifyGameLoaded.GameLoaded(World world)
{
Ui.CloseWindow();
root.IsVisible = () => true;
// Open the options menu
if (!world.IsReplay)
{
var optionsButton = root.GetOrNull<MenuButtonWidget>("OPTIONS_BUTTON");
world.SetPauseState(false);
if (optionsButton != null)
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckUnsyncedCode, world, optionsButton.OnClick);
}
}
}
}