File: main.lua

package info (click to toggle)
spring 106.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 55,260 kB
  • sloc: cpp: 543,946; ansic: 44,800; python: 12,575; java: 12,201; awk: 5,889; sh: 1,796; asm: 1,546; xml: 655; perl: 405; php: 211; objc: 194; makefile: 76; sed: 2
file content (182 lines) | stat: -rw-r--r-- 4,251 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182

if addon.InGetInfo then
	return {
		name    = "Main",
		desc    = "displays a simplae loadbar",
		author  = "jK",
		date    = "2012,2013",
		license = "GPL2",
		layer   = 0,
		depend  = {"LoadProgress"},
		enabled = true,
	}
end

------------------------------------------

local lastLoadMessage = ""

function addon.LoadProgress(message, replaceLastLine)
	lastLoadMessage = message
end

------------------------------------------

local font = gl.LoadFont("FreeSansBold.otf", 50, 20, 1.95)

function addon.DrawLoadScreen()
	local loadProgress = SG.GetLoadProgress()

	local vsx, vsy = gl.GetViewSizes()

	-- draw progressbar
	local hbw = 3.5/vsx
	local vbw = 3.5/vsy
	local hsw = 0.2
	local vsw = 0.2
	gl.BeginEnd(GL.QUADS, function()
		--shadow topleft
		gl.Color(0,0,0,0)
			gl.Vertex(0.2-hsw, 0.2    )
			gl.Vertex(0.2-hsw, 0.2+vsw)
			gl.Vertex(0.2    , 0.2+vsw)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.2    , 0.2)

		--shadow top
		gl.Color(0,0,0,0)
			gl.Vertex(0.2, 0.2+vsw)
			gl.Vertex(0.8, 0.2+vsw)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.8, 0.2)
			gl.Vertex(0.2, 0.2)

		--shadow topright
		gl.Color(0,0,0,0)
			gl.Vertex(0.8    , 0.2+vsw)
			gl.Vertex(0.8+hsw, 0.2+vsw)
			gl.Vertex(0.8+hsw, 0.2)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.8    , 0.2)

		--shadow right
		gl.Color(0,0,0,0)
			gl.Vertex(0.8+hsw, 0.2)
			gl.Vertex(0.8+hsw, 0.15)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.8    , 0.15)
			gl.Vertex(0.8    , 0.2)

		--shadow btmright
		gl.Color(0,0,0,0)
			gl.Vertex(0.8    , 0.15-vsw)
			gl.Vertex(0.8+hsw, 0.15-vsw)
			gl.Vertex(0.8+hsw, 0.15)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.8    , 0.15)

		--shadow btm
		gl.Color(0,0,0,0)
			gl.Vertex(0.2, 0.15-vsw)
			gl.Vertex(0.8, 0.15-vsw)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.8, 0.15)
			gl.Vertex(0.2, 0.15)

		--shadow btmleft
		gl.Color(0,0,0,0)
			gl.Vertex(0.2-hsw, 0.15    )
			gl.Vertex(0.2-hsw, 0.15-vsw)
			gl.Vertex(0.2    , 0.15-vsw)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.2    , 0.15)

		--shadow left
		gl.Color(0,0,0,0)
			gl.Vertex(0.2-hsw, 0.2)
			gl.Vertex(0.2-hsw, 0.15)
		gl.Color(0,0,0,0.5)
			gl.Vertex(0.2    , 0.15)
			gl.Vertex(0.2    , 0.2)

		--bar bg
		gl.Color(0,0,0,0.85)
			gl.Vertex(0.2, 0.2)
			gl.Vertex(0.8, 0.2)
			gl.Vertex(0.8, 0.15)
			gl.Vertex(0.2, 0.15)

		--progress
		gl.Color(1,1,1,0.7)
			gl.Vertex(0.2, 0.2)
			gl.Vertex(0.2 + math.max(0, loadProgress-0.01) * 0.6, 0.2)
			gl.Vertex(0.2 + math.max(0, loadProgress-0.01) * 0.6, 0.15)
			gl.Vertex(0.2, 0.15)
		gl.Color(1,1,1,0.7)
			gl.Vertex(0.2 + math.max(0, loadProgress-0.01) * 0.6, 0.2)
			gl.Vertex(0.2 + math.max(0, loadProgress-0.01) * 0.6, 0.15)
		gl.Color(1,1,1,0)
			gl.Vertex(0.2 + math.min(1, math.max(0, loadProgress+0.01)) * 0.6, 0.15)
			gl.Vertex(0.2 + math.min(1, math.max(0, loadProgress+0.01)) * 0.6, 0.2)

		--bar borders
		gl.Color(1,1,1,1)
			gl.Vertex(0.2, 0.2)
			gl.Vertex(0.8, 0.2)
			gl.Vertex(0.8, 0.2-vbw)
			gl.Vertex(0.2, 0.2-vbw)
		gl.Color(1,1,1,1)
			gl.Vertex(0.2, 0.15)
			gl.Vertex(0.8, 0.15)
			gl.Vertex(0.8, 0.15+vbw)
			gl.Vertex(0.2, 0.15+vbw)
		gl.Color(1,1,1,1)
			gl.Vertex(0.2, 0.2)
			gl.Vertex(0.2, 0.15)
			gl.Vertex(0.2+hbw, 0.15)
			gl.Vertex(0.2+hbw, 0.2)
		gl.Color(1,1,1,1)
			gl.Vertex(0.8, 0.2)
			gl.Vertex(0.8, 0.15)
			gl.Vertex(0.8-hbw, 0.15)
			gl.Vertex(0.8-hbw, 0.2)
	end)

--[[
	gl.Color(0,0,0,1)
	gl.Rect(0.2,0.15,0.8,0.2)
	gl.Color(1,1,1,1)
	gl.Rect(0.2,0.15,0.2 + math.max(0, loadProgress) * 0.6,0.2)
	gl.LineWidth(5)
	gl.PolygonMode(GL.FRONT_AND_BACK, GL.LINE)
	gl.Rect(0.2,0.15,0.8,0.2)
	gl.PolygonMode(GL.FRONT_AND_BACK, GL.FILL)
	gl.LineWidth(1)
	gl.Color(1,1,1,1)
--]]

	-- progressbar text
	gl.PushMatrix()
	gl.Scale(1/vsx,1/vsy,1)
		local barTextSize = vsy * (0.05 - 0.015)

		--font:Print(lastLoadMessage, vsx * 0.5, vsy * 0.3, 50, "sc")
		font:Print(Game.gameName, vsx * 0.5, vsy * 0.95, vsy * 0.07, "sca")
		font:Print(lastLoadMessage, vsx * 0.2, vsy * 0.14, barTextSize * 0.5, "sa")
		if loadProgress>0 then
			font:Print(("%.0f%%"):format(loadProgress * 100), vsx * 0.5, vsy * 0.165, barTextSize, "oc")
		else
			font:Print("Loading...", vsx * 0.5, vsy * 0.165, barTextSize, "oc")
		end
	gl.PopMatrix()
end


function addon.MousePress(...)
	--Spring.Echo(...)
end


function addon.Shutdown()
	gl.DeleteFont(font)
end