let g_Data;
const g_EndPieceWidth = 16;
function init(data)
{
g_Data = data;
// Set to "hourglass" cursor.
Engine.SetCursor("cursor-wait");
// Get tip image and corresponding tip text
let tipTextLoadingArray = Engine.BuildDirEntList("gui/text/tips/", "*.txt", false);
if (tipTextLoadingArray.length > 0)
{
// Set tip text
let tipTextFilePath = tipTextLoadingArray[getRandom(0, tipTextLoadingArray.length-1)];
let tipText = Engine.TranslateLines(Engine.ReadFile(tipTextFilePath));
if (tipText)
{
let index = tipText.indexOf("\n");
let tipTextTitle = tipText.substring(0, index);
let tipTextMessage = tipText.substring(index);
Engine.GetGUIObjectByName("tipTitle").caption = tipTextTitle? tipTextTitle : "";
Engine.GetGUIObjectByName("tipText").caption = tipTextMessage? tipTextMessage : "";
}
// Set tip image
let fileName = tipTextFilePath.substring(tipTextFilePath.lastIndexOf("/")+1).replace(".txt", ".png");
let tipImageFilePath = "loading/tips/" + fileName;
let 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.
let loadingMapName = Engine.GetGUIObjectByName("loadingMapName");
if (data)
{
let mapName = translate(data.attribs.settings.Name);
switch (data.attribs.mapType)
{
case "skirmish":
case "scenario":
loadingMapName.caption = sprintf(translate("Loading “%(map)s”"), { "map": mapName });
break;
case "random":
loadingMapName.caption = sprintf(translate("Generating “%(map)s”"), { "map": mapName });
break;
default:
error("Unknown map type: " + 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).
let 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)
return;
// Show 100 when it is really 99
let 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
let middle = Engine.GetGUIObjectByName("progressbar");
let rightSide = Engine.GetGUIObjectByName("progressbar_right");
let middleLength = (middle.size.right - middle.size.left) - (g_EndPieceWidth / 2);
let increment = Math.round(progress * middleLength / 100);
let size = rightSide.size;
size.left = increment;
size.right = increment + g_EndPieceWidth;
rightSide.size = size;
}
/**
* 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%).
*/
function reallyStartGame()
{
// Switch GUI from loading screen to game session.
Engine.SwitchGuiPage("page_session.xml", g_Data);
// Restore default cursor.
Engine.SetCursor("arrow-default");
// Notify the other clients that we have finished the loading screen
if (g_Data.isNetworked && g_Data.isRejoining)
Engine.SendNetworkRejoined();
}