remplacement de la scene Main par une scene autoload.

This commit is contained in:
osquallo 2018-08-09 09:36:14 +02:00
parent f6e00035e8
commit 3252a52530
9 changed files with 305 additions and 234 deletions

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@ -0,0 +1,66 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_0.tga" type="Texture" id=1]
[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_1.tga" type="Texture" id=2]
[node name="background_loader" type="Panel"]
visible = false
self_modulate = Color( 0, 0, 0, 1 )
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
_sections_unfolded = [ "Mouse", "Visibility", "custom_constants" ]
[node name="center_container" type="MarginContainer" parent="." index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
_sections_unfolded = [ "Mouse" ]
[node name="texture_progress" type="TextureProgress" parent="center_container" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 8.0
margin_right = 1032.0
margin_bottom = 600.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
min_value = 0.0
max_value = 100.0
step = 1.0
page = 0.0
value = 0.0
exp_edit = false
rounded = false
texture_under = ExtResource( 1 )
texture_over = null
texture_progress = ExtResource( 2 )
radial_fill_degrees = 360.0
radial_center_offset = Vector2( 0, 0 )
nine_patch_stretch = false
_sections_unfolded = [ "Mouse", "Textures" ]

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@ -14,8 +14,8 @@ func _ready():
$GUI.pause()
self.connect( "logout_button_pressed", self.get_parent(), "_on_logout_button_pressed" )
self.connect( "logout_button_pressed", global, "_on_logout_button_pressed" )
func _process(delta):
pass

173
global.gd Normal file
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@ -0,0 +1,173 @@
extends Node
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
var current_scene = null
var character_name = null
var character_color = null
var character_sex = null
var character_slot = null
# BG loader
var loader
var wait_frames
var time_max = 100 # msec
#var current_scene
var main_scene = null
func _ready():
var root = get_tree().get_root()
current_scene = root.get_child(root.get_child_count() -1)
# current_scene = root.get_node( "Main/login_scene" )
# main_scene = root.get_node( "Main" )
change_title()
get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
# global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# if global.character_creation_camera:
# global.character_creation_camera.make_current()
global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# get_tree().change_scene( "res://login_scene/login_scene.tscn" )
func goto_scene_loading( path ):
get_node("background_loader").show()
loader = ResourceLoader.load_interactive( path )
if loader == null: # check for errors
# show_error()
return
set_process(true)
if current_scene:
current_scene.queue_free() # get rid of the old scene
wait_frames = 1
func _process(time):
if loader == null:
# no need to process anymore
set_process(false)
return
if wait_frames > 0: # wait for frames to let the "loading" animation to show up
wait_frames -= 1
return
var t = OS.get_ticks_msec()
while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread
# poll your loader
var err = loader.poll()
update_progress()
if err == ERR_FILE_EOF: # load finished
# update_progress()
var resource = loader.get_resource()
loader = null
set_new_scene( resource )
break
elif err == OK:
# update_progress()
pass
else: # error during loading
show_error()
loader = null
break
func update_progress():
var progress_texture = get_node("background_loader/center_container/texture_progress")
var progress = (float(loader.get_stage()) / loader.get_stage_count()) * progress_texture.max_value
progress_texture.value = progress
func set_new_scene( scene_resource ):
var progress_texture = get_node("background_loader/center_container/texture_progress")
progress_texture.value = 0
get_node("background_loader").hide()
current_scene = scene_resource.instance()
get_tree().get_root().add_child(current_scene)
# get_tree().set_current_scene( current_scene )
########################################
#### deffered goto without loading #####
func goto_scene( path ):
# This function will usually be called from a signal callback,
# or some other function from the running scene.
# Deleting the current scene at this point might be
# a bad idea, because it may be inside of a callback or function of it.
# The worst case will be a crash or unexpected behavior.
# The way around this is deferring the load to a later time, when
# it is ensured that no code from the current scene is running:
call_deferred("_deferred_goto_scene", path)
func _deferred_goto_scene( path ):
# Immediately free the current scene,
# there is no risk here.
if current_scene:
current_scene.free()
# Load new scene.
var s = ResourceLoader.load( path )
# Instance the new scene.
current_scene = s.instance()
# Add it to the active scene, as child of root.
main_scene.add_child( current_scene )
# Optional, to make it compatible with the SceneTree.change_scene() API.
get_tree().set_current_scene( current_scene )
########################################
########################################
########################################
############### Main ###################
func on_window_size_changed():
change_title()
func change_title():
var title = "Khanat"
if has_node( WINDOW_TITLE_INPUT ):
var title_node = get_node( WINDOW_TITLE_INPUT )
if title_node and not title_node.text.strip_edges() == "":
title = title_node.text.strip_edges()
title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
OS.set_window_title( title )
func _on_login_scene_character_creation_finished():
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading config file: ", err)
config_file.set_value(str(global.character_slot), "name", global.character_name)
config_file.set_value(str(global.character_slot), "color", global.character_color)
config_file.save( "user://player.cfg" )
print("test")
global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
# get_tree().change_scene( "res://game_scene/game_scene.tscn" )
func _on_logout_button_pressed():
global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# get_tree().change_scene( "res://login_scene/login_scene.tscn" )

12
global.tscn Normal file
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@ -0,0 +1,12 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://global.gd" type="Script" id=1]
[ext_resource path="res://background_loader_scene/background_loader.tscn" type="PackedScene" id=2]
[node name="global" type="Node" index="0"]
script = ExtResource( 1 )
[node name="background_loader" parent="." index="0" instance=ExtResource( 2 )]

View file

@ -4,10 +4,8 @@ signal character_creation_finished
func _ready():
print("login_scene_ready")
$login_menu.show()
self.connect( "character_creation_finished", self.get_parent(), "_on_login_scene_character_creation_finished" )
self.connect( "character_creation_finished", global, "_on_login_scene_character_creation_finished" )
func _on_login_menu_login_button_pressed():

View file

@ -17,7 +17,7 @@ config/icon="res://icon.png"
[autoload]
global="*res://scenes/global.gd"
global="*res://global.tscn"
[display]

View file

@ -1,46 +1,52 @@
extends Node
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
func _ready():
change_title()
get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
global.goto_first_scene_loading( "res://login_scene/login_scene.tscn" )
# if global.character_creation_camera:
# global.character_creation_camera.make_current()
#const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
#
#func _ready():
# change_title()
# get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
#
## global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
## if global.character_creation_camera:
## global.character_creation_camera.make_current()
#
# get_tree().change_scene( "res://login_scene/login_scene.tscn" )
#
func _process(delta):
pass
func on_window_size_changed():
change_title()
func change_title():
var title = "Khanat"
if has_node( WINDOW_TITLE_INPUT ):
var title_node = get_node( WINDOW_TITLE_INPUT )
if title_node and not title_node.text.strip_edges() == "":
title = title_node.text.strip_edges()
title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
OS.set_window_title( title )
func _on_login_scene_character_creation_finished():
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading config file: ", err)
config_file.set_value(str(global.character_slot), "name", global.character_name)
config_file.set_value(str(global.character_slot), "color", global.character_color)
config_file.save( "user://player.cfg" )
print("test")
global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
func _on_logout_button_pressed():
global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
#
#func _process(delta):
# pass
#
#func on_window_size_changed():
# change_title()
#
#func change_title():
# var title = "Khanat"
#
# if has_node( WINDOW_TITLE_INPUT ):
# var title_node = get_node( WINDOW_TITLE_INPUT )
# if title_node and not title_node.text.strip_edges() == "":
# title = title_node.text.strip_edges()
#
# title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
# OS.set_window_title( title )
#
#func _on_login_scene_character_creation_finished():
# var config_file = ConfigFile.new()
# var err = config_file.load( "user://player.cfg" )
# if err:
# print("Error code when loading config file: ", err)
#
# config_file.set_value(str(global.character_slot), "name", global.character_name)
# config_file.set_value(str(global.character_slot), "color", global.character_color)
#
# config_file.save( "user://player.cfg" )
# print("test")
## global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
# get_tree().change_scene( "res://game_scene/game_scene.tscn" )
#
#func _on_logout_button_pressed():
## global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# get_tree().change_scene( "res://login_scene/login_scene.tscn" )
## pass

View file

@ -1,71 +1,10 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scenes/Main.gd" type="Script" id=1]
[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_0.tga" type="Texture" id=2]
[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_1.tga" type="Texture" id=3]
[node name="Main" type="Node" index="0"]
[node name="Main" type="Node"]
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
[node name="background_loader" type="Panel" parent="." index="0"]
visible = false
self_modulate = Color( 0, 0, 0, 1 )
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
_sections_unfolded = [ "Mouse", "Visibility", "custom_constants" ]
[node name="center_container" type="MarginContainer" parent="background_loader" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
[node name="texture_progress" type="TextureProgress" parent="background_loader/center_container" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 8.0
margin_right = 1032.0
margin_bottom = 600.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
min_value = 0.0
max_value = 100.0
step = 1.0
page = 0.0
value = 0.0
exp_edit = false
rounded = false
texture_under = ExtResource( 2 )
texture_over = null
texture_progress = ExtResource( 3 )
radial_fill_degrees = 360.0
radial_center_offset = Vector2( 0, 0 )
nine_patch_stretch = false
_sections_unfolded = [ "Textures" ]

View file

@ -1,123 +0,0 @@
extends Node
var current_scene = null
var character_name = null
var character_color = null
var character_sex = null
var character_slot = null
# BG loader
var loader
var wait_frames
var time_max = 100 # msec
#var current_scene
var main_scene = null
func _ready():
var root = get_tree().get_root()
# current_scene = root.get_child(root.get_child_count() -1)
current_scene = root.get_node( "Main/login_scene" )
main_scene = root.get_node( "Main" )
func goto_first_scene_loading( path ):
get_tree().get_root().get_node("Main/background_loader").show()
loader = ResourceLoader.load_interactive( path )
if loader == null: # check for errors
# show_error()
return
set_process(true)
wait_frames = 1
func goto_scene_loading( path ):
get_tree().get_root().get_node("Main/background_loader").show()
loader = ResourceLoader.load_interactive( path )
if loader == null: # check for errors
# show_error()
return
set_process(true)
current_scene.queue_free() # get rid of the old scene
wait_frames = 1
func _process(time):
if loader == null:
# no need to process anymore
set_process(false)
return
if wait_frames > 0: # wait for frames to let the "loading" animation to show up
wait_frames -= 1
return
var t = OS.get_ticks_msec()
while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread
# poll your loader
var err = loader.poll()
update_progress()
if err == ERR_FILE_EOF: # load finished
# update_progress()
var resource = loader.get_resource()
loader = null
set_new_scene( resource )
break
elif err == OK:
# update_progress()
pass
else: # error during loading
show_error()
loader = null
break
func update_progress():
var progress_texture = get_tree().get_root().get_node("Main/background_loader/center_container/texture_progress")
var progress = (float(loader.get_stage()) / loader.get_stage_count()) * progress_texture.max_value
progress_texture.value = progress
# or update a progress animation?
# var len = get_node("animation").get_current_animation_length()
# call this on a paused animation. use "true" as the second parameter to force the animation to update
# get_node("animation").seek(progress * len, true)
func set_new_scene( scene_resource ):
var progress_texture = get_tree().get_root().get_node("Main/background_loader/center_container/texture_progress")
progress_texture.value = 0
get_tree().get_root().get_node("Main/background_loader").hide()
current_scene = scene_resource.instance()
main_scene.add_child(current_scene)
# get_tree().set_current_scene( current_scene )
func goto_scene( path ):
# This function will usually be called from a signal callback,
# or some other function from the running scene.
# Deleting the current scene at this point might be
# a bad idea, because it may be inside of a callback or function of it.
# The worst case will be a crash or unexpected behavior.
# The way around this is deferring the load to a later time, when
# it is ensured that no code from the current scene is running:
call_deferred("_deferred_goto_scene", path)
func _deferred_goto_scene( path ):
# Immediately free the current scene,
# there is no risk here.
current_scene.free()
# Load new scene.
var s = ResourceLoader.load( path )
# Instance the new scene.
current_scene = s.instance()
# Add it to the active scene, as child of root.
path.add_child( current_scene )
# Optional, to make it compatible with the SceneTree.change_scene() API.
get_tree().set_current_scene( current_scene )