diff --git a/apps/openmw/mwgui/loadingscreen.cpp b/apps/openmw/mwgui/loadingscreen.cpp index 4753c39f2..023a693c9 100644 --- a/apps/openmw/mwgui/loadingscreen.cpp +++ b/apps/openmw/mwgui/loadingscreen.cpp @@ -153,7 +153,7 @@ namespace MWGui virtual osg::BoundingSphere computeBound(const osg::Node&) const { return osg::BoundingSphere(); } }; - void LoadingScreen::loadingOn() + void LoadingScreen::loadingOn(bool visible) { mLoadingOnTime = mTimer.time_m(); // Early-out if already on @@ -170,7 +170,10 @@ namespace MWGui // We are already using node masks to avoid the scene from being updated/rendered, but node masks don't work for computeBound() mViewer->getSceneData()->setComputeBoundingSphereCallback(new DontComputeBoundCallback); - mShowWallpaper = (MWBase::Environment::get().getStateManager()->getState() + mVisible = visible; + mLoadingBox->setVisible(mVisible); + + mShowWallpaper = mVisible && (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame); setVisible(true); @@ -181,10 +184,15 @@ namespace MWGui } MWBase::Environment::get().getWindowManager()->pushGuiMode(mShowWallpaper ? GM_LoadingWallpaper : GM_Loading); + + if (!mVisible) + draw(); } void LoadingScreen::loadingOff() { + mLoadingBox->setVisible(true); // restore + if (mLastRenderTime < mLoadingOnTime) { // the loading was so fast that we didn't show loading screen at all @@ -307,7 +315,7 @@ namespace MWGui void LoadingScreen::draw() { - if (!needToDrawLoadingScreen()) + if (mVisible && !needToDrawLoadingScreen()) return; if (mShowWallpaper && mTimer.time_m() > mLastWallpaperChangeTime + 5000*1) diff --git a/apps/openmw/mwgui/loadingscreen.hpp b/apps/openmw/mwgui/loadingscreen.hpp index 8536972a3..bdd210d00 100644 --- a/apps/openmw/mwgui/loadingscreen.hpp +++ b/apps/openmw/mwgui/loadingscreen.hpp @@ -35,7 +35,7 @@ namespace MWGui /// Overridden from Loading::Listener, see the Loading::Listener documentation for usage details virtual void setLabel (const std::string& label, bool important); - virtual void loadingOn(); + virtual void loadingOn(bool visible=true); virtual void loadingOff(); virtual void setProgressRange (size_t range); virtual void setProgress (size_t value); @@ -63,6 +63,8 @@ namespace MWGui bool mImportantLabel; + bool mVisible; + size_t mProgress; bool mShowWallpaper; diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 92480f45b..037cf9403 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -47,6 +47,9 @@ #include #include "../mwworld/cellstore.hpp" +#include "../mwgui/loadingscreen.hpp" +#include "../mwbase/environment.hpp" +#include "../mwbase/windowmanager.hpp" #include "sky.hpp" #include "effectmanager.hpp" @@ -809,26 +812,14 @@ namespace MWRender osg::ref_ptr callback (new NotifyDrawCompletedCallback); camera->setFinalDrawCallback(callback); - GLbitfield maskBackup = mViewer->getCamera()->getClearMask(); - double clearDepthBackup = mViewer->getCamera()->getClearDepth(); - mViewer->getCamera()->setClearMask(GL_DEPTH_BUFFER_BIT); // don't render the main camera - mViewer->getCamera()->setClearDepth(0); - - // at the time this function is called we are in the middle of a frame, - // so out of order calls are necessary to get a correct frameNumber for the next frame. - // refer to the advance() and frame() order in Engine::go() - - mSceneSwitch->setAllChildrenOff(); // don't render the scene for main camera + MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false); mViewer->eventTraversal(); mViewer->updateTraversal(); mViewer->renderingTraversals(); callback->waitTillDone(); - mSceneSwitch->setAllChildrenOn(); - - mViewer->getCamera()->setClearMask(maskBackup); - mViewer->getCamera()->setClearDepth(clearDepthBackup); + MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff(); // now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed mViewer->advance(mViewer->getFrameStamp()->getSimulationTime()); diff --git a/components/loadinglistener/loadinglistener.hpp b/components/loadinglistener/loadinglistener.hpp index 1d48cce0b..6c7a3b090 100644 --- a/components/loadinglistener/loadinglistener.hpp +++ b/components/loadinglistener/loadinglistener.hpp @@ -20,7 +20,7 @@ namespace Loading /// @note To get the loading screen to actually update, you must call setProgress / increaseProgress periodically. /// @note It is best to use the ScopedLoad object instead of using loadingOn()/loadingOff() directly, /// so that the loading is exception safe. - virtual void loadingOn() {} + virtual void loadingOn(bool visible=true) {} virtual void loadingOff() {} /// Set the total range of progress (e.g. the number of objects to load).