Loading text uses now the corresponding GMSTs

actorid
vorenon 12 years ago
parent a6fb58bc59
commit f66f67eaa1

@ -169,12 +169,18 @@ namespace MWWorld
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
{
Nif::NIFFile::CacheLock cachelock;
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
mRendering.preCellChange(mCurrentCell);
// remove active
MWBase::Environment::get().getMechanicsManager()->remove(MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
std::string loadingExteriorText;
loadingExteriorText = gmst.find ("sLoadingMessage3")->getString();
CellStoreCollection::iterator active = mActiveCells.begin();
// get the number of cells to unload
@ -258,7 +264,7 @@ namespace MWWorld
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
//Loading Exterior loading text
MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading Exterior", 0, current, numLoad);
MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingExteriorText, 0, current, numLoad);
loadCell (cell);
++current;
@ -318,6 +324,13 @@ namespace MWWorld
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
std::string loadingInteriorText;
loadingInteriorText = gmst.find ("sLoadingMessage2")->getString();
CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
bool loadcell = (mCurrentCell == NULL);
if(!loadcell)
@ -361,7 +374,7 @@ namespace MWWorld
std::cout << "cellName: " << cell->mCell->mName << std::endl;
//Loading Interior loading text
MWBase::Environment::get().getWindowManager ()->setLoadingProgress ("Loading Interior", 0, 0, 1);
MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingInteriorText, 0, 0, 1);
loadCell (cell);

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