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#include "loadingscreen.hpp"
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#include <OgreRenderWindow.h>
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#include <OgreCompositorManager.h>
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#include <OgreCompositorChain.h>
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#include <openengine/ogre/fader.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/inputmanager.hpp"
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namespace MWGui
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{
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LoadingScreen::LoadingScreen(Ogre::SceneManager* sceneMgr, Ogre::RenderWindow* rw)
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: mSceneMgr(sceneMgr)
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, mWindow(rw)
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, WindowBase("openmw_loading_screen.layout")
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, mLoadingOn(false)
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, mLastRenderTime(0.f)
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, mLastWallpaperChangeTime(0.f)
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, mFirstLoad(true)
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, mTotalRefsLoading(0)
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, mCurrentCellLoading(0)
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, mTotalCellsLoading(0)
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, mCurrentRefLoading(0)
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, mCurrentRefList(0)
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{
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getWidget(mLoadingText, "LoadingText");
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getWidget(mProgressBar, "ProgressBar");
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getWidget(mBackgroundImage, "BackgroundImage");
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mBackgroundMaterial = Ogre::MaterialManager::getSingleton().create("BackgroundMaterial", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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mBackgroundMaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false);
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mBackgroundMaterial->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
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mBackgroundMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("");
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mRectangle = new Ogre::Rectangle2D(true);
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mRectangle->setCorners(-1.0, 1.0, 1.0, -1.0);
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mRectangle->setMaterial("BackgroundMaterial");
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// Render the background before everything else
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mRectangle->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY-1);
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// Use infinite AAB to always stay visible
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Ogre::AxisAlignedBox aabInf;
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aabInf.setInfinite();
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mRectangle->setBoundingBox(aabInf);
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// Attach background to the scene
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Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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node->attachObject(mRectangle);
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mRectangle->setVisible(false);
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}
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LoadingScreen::~LoadingScreen()
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{
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delete mRectangle;
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}
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void LoadingScreen::onResChange(int w, int h)
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{
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setCoord(0,0,w,h);
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}
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void LoadingScreen::setLoadingProgress (const std::string& stage, int depth, int current, int total)
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{
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if (!mLoadingOn)
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loadingOn();
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const int numRefLists = 20;
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if (depth == 0)
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{
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mCurrentCellLoading = current;
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mTotalCellsLoading = total;
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mCurrentRefLoading = 0;
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mCurrentRefList = 0;
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}
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else if (depth == 1)
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{
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mCurrentRefLoading = current;
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mTotalRefsLoading = total;
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}
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assert (mTotalCellsLoading != 0);
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float refProgress;
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if (mTotalRefsLoading <= 1)
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refProgress = 1;
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else
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refProgress = float(mCurrentRefLoading) / float(mTotalRefsLoading-1);
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refProgress += mCurrentRefList;
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refProgress /= numRefLists;
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assert(refProgress <= 1 && refProgress >= 0);
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if (depth == 1 && mCurrentRefLoading == mTotalRefsLoading-1)
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++mCurrentRefList;
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float progress = (float(mCurrentCellLoading)+refProgress) / float(mTotalCellsLoading);
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assert(progress <= 1 && progress >= 0);
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mLoadingText->setCaption(stage);
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mProgressBar->setProgressPosition (static_cast<size_t>(progress * 1000));
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static float loadingScreenFps = 30.f;
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if (mTimer.getMilliseconds () > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
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{
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float dt = mTimer.getMilliseconds () - mLastRenderTime;
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mLastRenderTime = mTimer.getMilliseconds ();
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if (mFirstLoad && mTimer.getMilliseconds () > mLastWallpaperChangeTime + 3000*1)
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{
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mLastWallpaperChangeTime = mTimer.getMilliseconds ();
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changeWallpaper();
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}
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// Turn off rendering except the GUI
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mSceneMgr->clearSpecialCaseRenderQueues();
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// SCRQM_INCLUDE with RENDER_QUEUE_OVERLAY does not work.
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for (int i = 0; i < Ogre::RENDER_QUEUE_MAX; ++i)
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{
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if (i > 0 && i < 96)
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mSceneMgr->addSpecialCaseRenderQueue(i);
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}
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mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
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// always update input before rendering something, otherwise mygui goes crazy when something was entered in the frame before
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// (e.g. when using "coc" console command, it would enter an infinite loop and crash due to overflow)
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MWBase::Environment::get().getInputManager()->update(0, true);
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Ogre::CompositorChain* chain = Ogre::CompositorManager::getSingleton().getCompositorChain(mWindow->getViewport(0));
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bool hasCompositor = chain->getCompositor ("gbufferFinalizer");
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if (!hasCompositor)
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{
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mWindow->getViewport(0)->setClearEveryFrame(false);
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}
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else
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{
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if (!mFirstLoad)
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{
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mBackgroundMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(chain->getCompositor ("gbufferFinalizer")->getTextureInstance ("no_mrt_output", 0)->getName());
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mRectangle->setVisible(true);
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}
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for (unsigned int i = 0; i<chain->getNumCompositors(); ++i)
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{
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mWindow->getViewport(0), chain->getCompositor(i)->getCompositor()->getName(), false);
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}
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}
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MWBase::Environment::get().getWorld ()->getFader ()->update (dt);
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mWindow->update();
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if (!hasCompositor)
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mWindow->getViewport(0)->setClearEveryFrame(true);
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else
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{
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for (unsigned int i = 0; i<chain->getNumCompositors(); ++i)
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{
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mWindow->getViewport(0), chain->getCompositor(i)->getCompositor()->getName(), true);
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}
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}
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mRectangle->setVisible(false);
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// resume 3d rendering
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mSceneMgr->clearSpecialCaseRenderQueues();
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mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
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}
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}
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void LoadingScreen::loadingDone()
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{
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loadingOff();
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}
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void LoadingScreen::loadingOn()
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{
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setVisible(true);
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mLoadingOn = true;
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if (mFirstLoad)
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{
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changeWallpaper();
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MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_LoadingWallpaper);
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}
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else
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{
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mBackgroundImage->setImageTexture("");
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MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Loading);
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}
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}
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void LoadingScreen::loadingOff()
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{
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setVisible(false);
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mLoadingOn = false;
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mFirstLoad = false;
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Loading);
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_LoadingWallpaper);
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}
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void LoadingScreen::changeWallpaper ()
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{
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if (mResources.empty())
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{
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Ogre::StringVector groups = Ogre::ResourceGroupManager::getSingleton().getResourceGroups ();
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for (Ogre::StringVector::iterator it = groups.begin(); it != groups.end(); ++it)
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{
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Ogre::StringVectorPtr resourcesInThisGroup = Ogre::ResourceGroupManager::getSingleton ().findResourceNames (*it, "Splash_*.tga");
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mResources.insert(mResources.end(), resourcesInThisGroup->begin(), resourcesInThisGroup->end());
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}
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}
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if (!mResources.empty())
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{
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std::string const & randomSplash = mResources.at (rand() % mResources.size());
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Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton ().load (randomSplash, Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
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mBackgroundImage->setImageTexture (randomSplash);
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}
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else
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std::cerr << "No loading screens found!" << std::endl;
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}
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}
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