Files
OpenRA/OpenRA.Mods.Common/Traits/World/LoadWidgetAtGameStart.cs
2023-01-11 11:58:54 +02:00

93 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Mods.Common.Widgets;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
public class LoadWidgetAtGameStartInfo : TraitInfo
{
[Desc("The widget tree to open when a shellmap is loaded (i.e. the main menu).")]
public readonly string ShellmapRoot = "MAINMENU";
[Desc("The widget tree to open when a regular map is loaded (i.e. the ingame UI).")]
public readonly string IngameRoot = "INGAME_ROOT";
[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 override object Create(ActorInitializer init) { return new LoadWidgetAtGameStart(this); }
}
public class LoadWidgetAtGameStart : IWorldLoaded, INotifyGameLoading, INotifyGameLoaded
{
readonly LoadWidgetAtGameStartInfo info;
Widget root;
public LoadWidgetAtGameStart(LoadWidgetAtGameStartInfo info)
{
this.info = info;
}
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;
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(world, optionsButton.OnClick);
}
}
}
}