API:LoadingScreenGetCurrentData
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UI Lua API · Pregame functions
Version: WAR 1.4.8
Returns information about the current loading screen: the zone or scenario being loaded and the texts to show.
loadingData = LoadingScreenGetCurrentData()
Arguments
None.
Returns
- loadingData
table– A table with these fields:
| Key | Type | Meaning |
|---|---|---|
screenDefId |
number |
Loading screen definition. 0 when the client has no definition for the load. The stock UI only uses its zone or scenario screens when this is not 0. |
zoneId |
number |
Zone being loaded. The stock UI passes it to GetZoneName.
|
scenarioId |
number |
Scenario being loaded, 0 for none. The stock UI passes it to GetScenarioName.
|
realmId |
number |
– (0 when there is no screen definition) |
raceId |
number |
0 when there is no screen definition. The stock UI uses it to pick a racial divider image. |
zoneText |
wstring |
Zone description text from the client's loading screen strings. |
tipText |
wstring |
Tip text from the client's loading screen strings. |
Details
- The values are the client's current loading screen state. A new table is built on every call.
- If the loading screen string collections are not loaded,
zoneTextandtipTextare empty.
Errors
None.
Example
From ea_loadingscreen/source/loadingscreen.lua:
local loadingData = LoadingScreenGetCurrentData()
-- ...
elseif( loadingData.scenarioId ~= 0 and (loadingData.screenDefId ~= 0) )
then
EA_Window_LoadingScreen.activeMode = EA_Window_LoadingScreen.MODE_SCENARIO_ENTER
-- Otherwise use the standard zone screen if we have data
elseif( (loadingData.zoneId ~= 0) and (loadingData.screenDefId ~= 0) )
then
EA_Window_LoadingScreen.activeMode = EA_Window_LoadingScreen.MODE_STANDARD_ZONE
From ea_loadingscreen/source/standardloadingscreen.lua:
LabelSetText( textContainerName.."ZoneDescText", loadingData.zoneText ) LabelSetText( textContainerName.."TipText", loadingData.tipText )
