startLoadingScreen: Difference between revisions

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m (Fix example with 'sleep' instead of 'uiSleep' (freeze in SP))
(Fix description, Add BIS_fnc_startLoadingScreen link)
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____________________________________________________________________________________________
____________________________________________________________________________________________


| Shows loading screen with the given text, using the given resource. While loading screen is shown, simulation and scene drawing is disabled, user control is disabled, mouse cursor is hidden, scripts run at full speed (50ms per frame instead of 3ms per frame for [[Scheduler|Scheduled Scripts]]).
| Shows loading screen with the given text, using the given resource. While loading screen is shown, simulation and scene drawing is disabled, user control is disabled, mouse cursor is hidden, scripts run at full speed (50ms per frame instead of 3ms per frame for [[Scheduler|Scheduled Scripts]]).<br>
{{Important | The loading screen does not end by itself and absolutely needs a call to [[endLoadingScreen]] command.}}
{{Warning | The game simulation is disabled during Loading Screen operation (at least in SP), therefore any use of [[sleep]] command will pause the game indefinitely. If you have to "sleep", use [[uiSleep]].}}


By default (if custom resource is not provided) [[startLoadingScreen]] will use "RscDisplayNotFreeze" resource. If you are using a custom resource (that can be defined in [[Description.ext]]), the following resource's controls are supported by the engine:
{{Informative |
* idc {{=}} 101; - text (type {{=}} 0;) or picture (type {{=}} 48;). The text will be set to the text provided by the command param.  
By default, [[startLoadingScreen]] will use "RscDisplayNotFreeze" resource.<br>
* idc {{=}} 103; - progress (type {{=}} 8;) or animated texture (type {{=}} 45;). This control indicates global hardcoded mission loading progress and is useless after mission is loaded.
A custom resource can be defined in [[Description.ext]], and a full black background will be used by default - the following controls are supported by the engine:
* idc {{=}} 104; - progress (type {{=}} 8;). This control's progress is initially set to 0 and can be manipulated with [[progressLoadingScreen]] command. |DESCRIPTION=
* idc {{=}} 101 - text (type {{=}} 0) or picture (type {{=}} 48). The text will be set to the value provided by the command argument.
____________________________________________________________________________________________
* idc {{=}} 103 - progress (type {{=}} 8) or animated texture (type {{=}} 45). This control indicates global hardcoded mission loading progress and is useless after the mission is loaded.
 
* idc {{=}} 104 - progress (type {{=}} 8). This control's progress is initially set to 0 and can be manipulated with [[progressLoadingScreen]] command.  
| [[startLoadingScreen]] [text, resource] |SYNTAX=
 
|p1= text: [[String]] |PARAMETER1=
 
|p2= resource (Optional): [[String]] |PARAMETER2=
 
| [[Nothing]] |RETURNVALUE=
 
|x1= <code>[[startLoadingScreen]] ["Loading My Mission, please wait..."];</code>|EXAMPLE1=
|x2= <code>[[startLoadingScreen]] ["Can't skip loading time...", "MyLoadingRsc"];</code>|EXAMPLE2=
|x3= <code>[[startLoadingScreen]] ["Loading My Mission"];
{{cc|code}}
[[progressLoadingScreen]] 0.5;
{{cc|code}}
[[endLoadingScreen]];</code>|EXAMPLE3=
 
|x4= <code>{{cc|this structure prevents error-prone or lengthy code to miss [[endLoadingScreen]].}}
[[private]] _maxTime = [[diag_tickTime]] + 30; {{cc|max 30s of loading}}
 
[[startLoadingScreen]] ["Loading"];
[[private]] _handle = [] [[spawn]] {
{{cc|code that may crash or take too long}}
};
 
[[waitUntil]] { uiSleep .01; [[scriptDone]] _handle {{!}}{{!}} [[diag_tickTime]] > _maxTime };
[[endLoadingScreen]];</code> |EXAMPLE4=
____________________________________________________________________________________________
 
| [[endLoadingScreen]], [[progressLoadingScreen]] |SEEALSO=
 
|  |MPBEHAVIOUR=
____________________________________________________________________________________________
}}
 
<h3 style='display:none'>Notes</h3>
<dl class='command_description'>
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on July 15, 2009 - 01:47 (CEST)
<dt class="note">[[User:Lou Montana|Lou Montana]]
<dd class="note">As it stops simulation as well as scene drawing, be sure not to put any [[sleep]] (or [[waitUntil]] if you are checking for in-game changes ; waitUntil for var initialization or script loading is ok) command between '''startLoadingScreen''' and [[endLoadingScreen]].


<dd class="notedate">Posted on January 18, 2010 - 08:07 (CEST)</dd>
Resource can be defined in [[Description.ext]]; it must NOT be defined as <tt>RscTitles</tt>!
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dd class="note">edit 10:15 : Whatever transparence you define in your own resource, there will be a black screen to cache loading.<br>
It's up to you to choose a nice blue background :-)<br>
<br>
Resource has to be defined in description.ext; it must NOT be defined as RscTitles! Here is an example:
<syntaxhighlight lang="cpp"></syntaxhighlight>
<syntaxhighlight lang="cpp"></syntaxhighlight>
<spoiler>
<spoiler text="See config example">
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
// '''basic defines'''
// basic defines - pre "import" keyword in v2.02
//
class RscText
class RscText
{
{
Line 83: Line 34:
font = Zeppelin32;
font = Zeppelin32;
SizeEx = 0.03921;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorText[] = { 1, 1, 1, 1 };
colorBackground[] = {0, 0, 0, 0};
colorBackground[] = { 0, 0, 0, 0 };
linespacing = 1;
linespacing = 1;
};
};
class RscPicture
class RscPicture
{
{
access=0;
access = 0;
type=0;
type = 0;
idc=-1;
idc = -1;
style=48;
style = 48;
colorBackground[]={0,0,0,0};
colorBackground[] = { 0, 0, 0, 0 };
colorText[]={1,1,1,1};
colorText[] = { 1, 1, 1, 1 };
font="TahomaB";
font = "TahomaB";
sizeEx=0;
sizeEx = 0;
lineSpacing=0;
lineSpacing = 0;
text="";
text = "";
};
};
class RscLoadingText : RscText
class RscLoadingText : RscText
Line 108: Line 59:
h = 0.039216;
h = 0.039216;
sizeEx = 0.03921;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
colorText[] = { 0.543, 0.5742, 0.4102, 1.0 };
};
};
class RscProgress
class RscProgress
Line 117: Line 68:
h = 0.0261438;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorFrame[] = { 0, 0, 0, 0 };
colorBar[] = {1,1,1,1};
colorBar[] = { 1, 1, 1, 1 };
};
};
class RscProgressNotFreeze
class RscProgressNotFreeze
Line 131: Line 82:
texture = "#(argb,8,8,3)color(0,0,0,0)";
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
};
//
// end of basic defines
// '''the loading screen itself'''
 
//
class WIKI_loadingScreen
class Harrier_loadingScreen
{  
{  
idd = -1;
idd = -1;
Line 143: Line 93:
class controlsBackground
class controlsBackground
{
{
class blackBG : RscText
class blueBackground : RscText // covers the black screen
{
{
x = safezoneX;
x = safezoneXAbs;
y = safezoneY;
y = safezoneY;
w = safezoneW;
w = safezoneWAbs;
h = safezoneH;
h = safezoneH;
text = "";
text = "";
colorText[] = {0,0,0,0};
colorText[] = { 0, 0, 0, 0 };
colorBackground[] = {0,0,0,1};
colorBackground[] = { 0, 0, 1, 1 };
};
};
class nicePic : RscPicture
class nicePic : RscPicture
{
{
style = 48 + 0x800; // '''ST_PICTURE + ST_KEEP_ASPECT_RATIO'''
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
y = safezoneY + safezoneH/2 - 0.2;
Line 167: Line 117:
class Title1 : RscLoadingText
class Title1 : RscLoadingText
{
{
text = "$STR_LOADING"; // '''"Loading" text in the middle of the screen'''
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
};
class CA_Progress : RscProgress // '''progress bar, has to have idc 104'''
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
{
idc = 104;
idc = 104;
type = 8; // '''CT_PROGRESS'''
type = 8; // CT_PROGRESS
style = 0; // '''ST_SINGLE'''
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
};
class CA_Progress2 : RscProgressNotFreeze // '''progress bar that will go reverse'''
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
{
idc = 103;
idc = 103;
};
};
class Name2: RscText // '''the text on the top-left'''
class Name2: RscText // the text on the top-left
{
{
idc = 101;
idc = 101;
Line 189: Line 139:
text = "";
text = "";
sizeEx = 0.05;
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
colorText[] = { 0.543, 0.5742, 0.4102, 1.0 };
};
};
};
};
Line 195: Line 145:
</syntaxhighlight>
</syntaxhighlight>
</spoiler>
</spoiler>
</dd>
}}
 
{{Warning |
* The loading screen does '''not''' end by itself and absolutely needs a call to [[endLoadingScreen]] command
* Game simulation is disabled during Loading Screen operation (at least in single player):
** be sure '''not''' to put any [[sleep]] command between [[startLoadingScreen]] and [[endLoadingScreen]]!
** [[uiSleep]] can be used instead of [[sleep]]
** [[waitUntil]] ''can'' be used to wait for variable initialisation or script loading
}}
{{Feature arma3 | Use [[BIS_fnc_startLoadingScreen]] to prevent potential usage conflicts.}} |DESCRIPTION=
____________________________________________________________________________________________
 
| [[startLoadingScreen]] [text, resource] |SYNTAX=
 
|p1= text: [[String]] |PARAMETER1=
 
|p2= resource (Optional): [[String]] |PARAMETER2=
 
| [[Nothing]] |RETURNVALUE=
 
|x1= <code>[[startLoadingScreen]] ["Loading My Mission, please wait..."];</code>|EXAMPLE1=
 
|x2= <code>[[startLoadingScreen]] ["Can't skip loading time...", "MyLoadingRsc"];</code>|EXAMPLE2=
 
|x3= <code>[[startLoadingScreen]] ["Loading My Mission"];
{{cc|code}}
[[progressLoadingScreen]] 0.5;
{{cc|code}}
[[endLoadingScreen]];</code>|EXAMPLE3=
 
|x4= <code>{{cc|this structure prevents error-prone or lengthy code to miss [[endLoadingScreen]].}}
[[private]] _maxTime = [[diag_tickTime]] + 30; {{cc|max 30s of loading}}
 
[[startLoadingScreen]] ["Loading"];
[[private]] _handle = [] [[spawn]] {
{{cc|code that may crash or take too long}}
};


<!-- Note Section END -->
[[waitUntil]] { [[uiSleep]] .1; [[scriptDone]] _handle {{!}}{{!}} [[diag_tickTime]] > _maxTime };
</dl>
[[endLoadingScreen]];</code> |EXAMPLE4=
____________________________________________________________________________________________


<h3 style='display:none'>Bottom Section</h3>
| [[endLoadingScreen]], [[progressLoadingScreen]], [[BIS_fnc_startLoadingScreen]], [[import]] |SEEALSO=
}}


[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
<h3 style='display:none'>Notes</h3>
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
<dl class='command_description'>
[[Category:Command_Group:_System|{{uc:{{PAGENAME}}}}]]
<!-- Note Section BEGIN -->


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on November 21, 2015 - 18:38 (UTC)</dd>
<dd class="notedate">Posted on November 21, 2015 - 18:38 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
<dd class="note">
In Arma 3 default loading screen has no control do display text. The description of the command now contains information what is needed to create custom loading screen resource.
The default {{arma3}} loading screen has no control to display text.
</dd>
</dd>
<!-- Note Section END -->
</dl>
</dl>
<!-- DISCONTINUE Notes -->
 
<h3 style='display:none'>Bottom Section</h3>
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 12:26, 11 December 2020

Hover & click on the images for description

Description

Description:
Shows loading screen with the given text, using the given resource. While loading screen is shown, simulation and scene drawing is disabled, user control is disabled, mouse cursor is hidden, scripts run at full speed (50ms per frame instead of 3ms per frame for Scheduled Scripts).
By default, startLoadingScreen will use "RscDisplayNotFreeze" resource.

A custom resource can be defined in Description.ext, and a full black background will be used by default - the following controls are supported by the engine:

  • idc = 101 - text (type = 0) or picture (type = 48). The text will be set to the value provided by the command argument.
  • idc = 103 - progress (type = 8) or animated texture (type = 45). This control indicates global hardcoded mission loading progress and is useless after the mission is loaded.
  • idc = 104 - progress (type = 8). This control's progress is initially set to 0 and can be manipulated with progressLoadingScreen command.

Resource can be defined in Description.ext; it must NOT be defined as RscTitles!

// basic defines - pre "import" keyword in v2.02
class RscText
{
	type = 0;
	idc = -1;
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	style = 0x100; 
	font = Zeppelin32;
	SizeEx = 0.03921;
	colorText[] = { 1, 1, 1, 1 };
	colorBackground[] = { 0, 0, 0, 0 };
	linespacing = 1;
};
class RscPicture
{
	access = 0;
	type = 0;
	idc = -1;
	style = 48;
	colorBackground[] = { 0, 0, 0, 0 };
	colorText[] = { 1, 1, 1, 1 };
	font = "TahomaB";
	sizeEx = 0;
	lineSpacing = 0;
	text = "";
};
class RscLoadingText : RscText
{
	style = 2;
	x = 0.323532;
	y = 0.666672;
	w = 0.352944;
	h = 0.039216;
	sizeEx = 0.03921;
	colorText[] = { 0.543, 0.5742, 0.4102, 1.0 };
};
class RscProgress
{
	x = 0.344;
	y = 0.619;
	w = 0.313726;
	h = 0.0261438;
	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
	colorFrame[] = { 0, 0, 0, 0 };
	colorBar[] = { 1, 1, 1, 1 };
};
class RscProgressNotFreeze
{
	idc = -1;
	type = 45;
	style = 0;
	x = 0.022059;
	y = 0.911772;
	w = 0.029412;
	h = 0.039216;
	texture = "#(argb,8,8,3)color(0,0,0,0)";
};
// end of basic defines

class WIKI_loadingScreen
{ 
	idd = -1;
	duration = 10e10;
	fadein = 0;
	fadeout = 0;
	name = "loading screen";
	class controlsBackground
	{
		class blueBackground : RscText // covers the black screen
		{
			x = safezoneXAbs;
			y = safezoneY;
			w = safezoneWAbs;
			h = safezoneH;
			text = "";
			colorText[] = { 0, 0, 0, 0 };
			colorBackground[] = { 0, 0, 1, 1 };
		};
		class nicePic : RscPicture
		{
			style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
			x = safezoneX + safezoneW/2 - 0.25;
			y = safezoneY + safezoneH/2 - 0.2;
			w = 0.5;
			h = 0.4;
			text = "img\nicePic.paa";
		};
	};
	class controls
	{
		class Title1 : RscLoadingText
		{
			text = "$STR_LOADING"; // "Loading" text in the middle of the screen
		};
		class CA_Progress : RscProgress // progress bar, has to have idc 104
		{
			idc = 104;
			type = 8; // CT_PROGRESS
			style = 0; // ST_SINGLE
			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
		};
		class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
		{
			idc = 103;
		};
		class Name2: RscText // the text on the top-left
		{
			idc = 101;
			x = 0.05;
			y = 0.029412;
			w = 0.9;
			h = 0.04902;
			text = "";
			sizeEx = 0.05;
			colorText[] = { 0.543, 0.5742, 0.4102, 1.0 };
		};
	};
};
↑ Back to spoiler's top
  • The loading screen does not end by itself and absolutely needs a call to endLoadingScreen command
  • Game simulation is disabled during Loading Screen operation (at least in single player):
Arma 3
Use BIS_fnc_startLoadingScreen to prevent potential usage conflicts.
Groups:
System

Syntax

Syntax:
startLoadingScreen [text, resource]
Parameters:
text: String
resource (Optional): String
Return Value:
Nothing

Examples

Example 1:
startLoadingScreen ["Loading My Mission, please wait..."];
Example 2:
startLoadingScreen ["Can't skip loading time...", "MyLoadingRsc"];
Example 3:
startLoadingScreen ["Loading My Mission"]; // code progressLoadingScreen 0.5; // code endLoadingScreen;
Example 4:
// this structure prevents error-prone or lengthy code to miss endLoadingScreen. private _maxTime = diag_tickTime + 30; // max 30s of loading startLoadingScreen ["Loading"]; private _handle = [] spawn { // code that may crash or take too long }; waitUntil { uiSleep .1; scriptDone _handle || diag_tickTime > _maxTime }; endLoadingScreen;

Additional Information

See also:
endLoadingScreenprogressLoadingScreenBIS_fnc_startLoadingScreenimport

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Posted on November 21, 2015 - 18:38 (UTC)
Killzone Kid
The default Arma 3 loading screen has no control to display text.

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