0ad/binaries/data/mods/public/gui/loading/loading.js
2014-05-27 05:34:28 +00:00

117 lines
3.8 KiB
JavaScript

var g_Data;
const END_PIECE_WIDTH = 16;
function init(data)
{
g_Data = data;
// Set to "hourglass" cursor.
Engine.SetCursor("cursor-wait");
// Get tip image and corresponding tip text
var tipTextLoadingArray = Engine.BuildDirEntList("gui/text/tips/", "*.txt", false);
if (tipTextLoadingArray.length > 0)
{
// Set tip text
var tipTextFilePath = tipTextLoadingArray[getRandom (0, tipTextLoadingArray.length-1)];
var tipText = Engine.TranslateLines(Engine.ReadFile(tipTextFilePath));
if (tipText)
{
var index = tipText.indexOf("\n");
var tipTextTitle = tipText.substring(0, index);
var tipTextMessage = tipText.substring(index);
Engine.GetGUIObjectByName("tipTitle").caption = tipTextTitle? tipTextTitle : "";
Engine.GetGUIObjectByName("tipText").caption = tipTextMessage? tipTextMessage : "";
}
// Set tip image
var fileName = tipTextFilePath.substring(tipTextFilePath.lastIndexOf("/")+1).replace(".txt", ".png");
var tipImageFilePath = "loading/tips/" + fileName;
var sprite = "stretched:" + tipImageFilePath;
Engine.GetGUIObjectByName("tipImage").sprite = sprite? sprite : "";
}
else
{
error("Failed to find any matching tips for the loading screen.")
}
// janwas: main loop now sets progress / description, but that won't
// happen until the first timeslice completes, so set initial values.
var loadingMapName = Engine.GetGUIObjectByName ("loadingMapName");
if (data)
{
var mapName = translate(data.attribs.settings.Name);
switch (data.attribs.mapType)
{
case "skirmish":
case "scenario":
loadingMapName.caption = sprintf(translate("Loading ā€œ%(map)sā€"), {map: mapName});
break;
case "random":
loadingMapName.caption = sprintf(translate("Generating ā€œ%(map)sā€"), {map: mapName});
break;
default:
error(sprintf("Unknown map type: %(mapType)s", { mapType: data.attribs.mapType }));
}
}
Engine.GetGUIObjectByName("progressText").caption = "";
Engine.GetGUIObjectByName("progressbar").caption = 0;
// Pick a random quote of the day (each line is a separate tip).
var quoteArray = Engine.ReadFileLines("gui/text/quotes.txt");
Engine.GetGUIObjectByName("quoteText").caption = translate(quoteArray[getRandom(0, quoteArray.length-1)]);
}
// ====================================================================
function displayProgress()
{
// Make the progessbar finish a little early so that the user can actually see it finish
if (g_Progress < 100)
{
// Show 100 when it is really 99
var progress = g_Progress + 1;
Engine.GetGUIObjectByName("progressbar").caption = progress; // display current progress
Engine.GetGUIObjectByName("progressText").caption = progress + "%";
// Displays detailed loading info rather than a percent
// Engine.GetGUIObjectByName("progressText").caption = g_LoadDescription; // display current progess details
// Keep curved right edge of progress bar in sync with the rest of the progress bar
var middle = Engine.GetGUIObjectByName("progressbar");
var rightSide = Engine.GetGUIObjectByName("progressbar_right");
var middleLength = (middle.size.right - middle.size.left) - (END_PIECE_WIDTH / 2);
var increment = Math.round(progress * middleLength / 100);
var size = rightSide.size;
size.left = increment;
size.right = increment + END_PIECE_WIDTH;
rightSide.size = size;
}
}
// ====================================================================
function reallyStartGame()
{
// Stop the music
// if (global.curr_music)
// global.curr_music.fade(-1, 0.0, 5.0); // fade to 0 over 5 seconds
// This is a reserved function name that is executed by the engine when it is ready
// to start the game (i.e. loading progress has reached 100%).
// Switch GUI from loading screen to game session.
Engine.SwitchGuiPage("page_session.xml", g_Data);
// Restore default cursor.
Engine.SetCursor("arrow-default");
}