elsid
3915e5d2cc
Always center loading screen progress bar by height when there is active message box
...
To fix all possible situations when active message box overlaps with loading
screen progress.
The only used condition to center loading screen progress by height is
number of message boxes > 0. No need to pass it through interface.
LoadingScreen can check it inside setLabel function.
2021-05-26 23:29:37 +02:00
jvoisin
04edb1c817
Trim down some internal includes
2021-04-30 19:39:26 +02:00
madsbuvi
663e0a1055
Fix a race condition in loading screen.
2021-01-26 19:28:09 +01:00
Mads Buvik Sandvei
eec2ba3623
Loading screen initialdrawcallback 4th time's the charm
2020-12-18 18:15:14 +00:00
Mads Buvik Sandvei
ea8f98b339
Wait for initialDrawCallback to finish before removing it
2020-12-18 08:48:39 +00:00
psi29a
96a87b582c
Merge branch 'loadingScreen_initialdrawcallback' into 'master'
...
Fix for !472 for older versions of OSG
See merge request OpenMW/openmw!474
(cherry picked from commit 35e25d79b9a6c76807084be5ca2584c4fd9b9c35)
4447dd41 osg versions
06f4d63b Preserve callback in older osg version
2020-12-17 23:37:21 +00:00
Mads Buvik Sandvei
bc961a13f5
avoid redundant calls to removeInitialDrawCallback
2020-12-16 22:03:16 +01:00
Mads Buvik Sandvei
640420eaaa
No longer delete and recreate CopyFramebufferToTextureCallback, remove oneshot functionality. Instead just remove the callback after the traversals. Use addInitialDrawCallback instead of setInitialDrawCallback to avoid messing with existing callbacks.
2020-12-16 21:46:52 +01:00
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
Bret Curtis
9446cece62
Issue #5468 : Apparently this was always a problem but OP made "nested loading" more visible. This should resolve nested loading correctly.
2020-06-18 13:23:39 +02:00
bzzt lost a hitlab login
0b4226f3e2
ico effieciency
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt
dc33eeadf1
tightscenebound is uncessary after water bbfix
2020-04-27 08:42:46 +02:00
elsid
ffacc30597
Use std::array for a list of extensions
...
This list doesn't change and the size is known at compile time.
2020-04-25 01:51:15 +02:00
elsid
975e4f9908
Fix warning -Wrange-loop-construct
...
apps/openmw/mwgui/loadingscreen.cpp:81:36: warning: loop variable 'extension' of type 'const std::__cxx11::basic_string<char>' creates a copy from type 'const std::__cxx11::basic_string<char>' [-Wrange-loop-construct]
for(auto const extension: supported_extensions)
^
apps/openmw/mwgui/loadingscreen.cpp:81:25: note: use reference type 'const std::__cxx11::basic_string<char> &' to prevent copying
for(auto const extension: supported_extensions)
^~~~~~~~~~~~~~~~~~~~~
&
2020-04-25 01:38:15 +02:00
Bret Curtis
8a8107e837
as it says; revert vismask and uncomplicate openmw
2020-04-20 20:57:38 +02:00
Andrei Kortunov
84979fa8b7
Move VisMask to components
2020-02-16 16:03:35 +04:00
Andrei Kortunov
fae5843347
Setup the ICO settings only once instead of every loading (bug #5025 )
2019-05-24 08:04:20 +04:00
Ilya Zhuravlev
1bdec2399f
Make sure CopyFramebufferToTextureCallback is only called once and not every frame
2018-12-25 11:56:24 -05:00
Ilya Zhuravlev
8e7c01b561
loadingscreen: Fix UaF in loading screen.
...
When the CopyFramebufferToTextureCallback callback is called, in its operator() it resets setInitialDrawCallback by providing a NULL pointer.
However, this causes the callback to get deleted. In turn, the "this" pointer is invalidated.
When execution returns to DrawCallback::run, it accesses a _nestedCallback member of deleted "this" which is UB.
2018-12-24 14:18:26 -05:00
Andrei Kortunov
6e05853478
Center progress bar when there are active messageboxes (bug #4691 )
2018-10-28 14:40:48 +04:00
Capostrophic
47b1b0ac39
Re-fix water reflections while making a no-GUI screenshot
2018-10-10 22:44:26 +03:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Andrei Kortunov
5a4d0cec3a
Use new logging system for game itself
2018-08-14 23:05:43 +04:00
Andrei Kortunov
6202b4eca9
Do not touch GUI modes when taking screenshots (bug #4528 )
2018-08-08 22:10:53 +04:00
Andrei Kortunov
12144de8ed
Initialize missing variables
2018-08-01 20:18:37 +04:00
Miloslav Číž
db6107f12f
Merge branch 'master' into screenshot360
2018-02-25 11:25:19 +01:00
scrawl
123f7b83d5
Make the CompositeMapRenderer use available time and add related setting
2018-02-13 00:40:41 +00:00
Miloslav Číž
3ae5310567
use loading screen to freeze the screen
2017-11-16 22:08:33 +01:00
scrawl
12510efab7
Fade screen out during loading screen (when travelling)
2017-10-04 16:00:38 +00:00
scrawl
0e57f1317b
Remove redundant setVisible(false)
2017-09-25 00:47:05 +02:00
Bret Curtis
e517ad3f7b
add ktx support for splashscreens
2017-09-14 10:06:36 +02:00
Bret Curtis
dff0a766a8
adding 3 more extensions
2017-09-13 15:30:22 +02:00
Bret Curtis
b26887ef9b
add support for png and dds splashscreens to begin with.
2017-09-13 13:52:05 +02:00
scrawl
8c6a8ca48d
Respect the framelimit in all cases ( Fixes #3531 )
...
Affects loading screen, videos & modal dialogs. Also skips rendering if window is minimized.
2017-08-30 21:26:30 +00:00
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
2017-03-14 19:27:55 +01:00
scrawl
83a9435167
Fix unnecessary use of CopyFramebufferToTextureCallback when loading is too fast for a loading screen to be displayed
2017-02-03 23:39:39 +01:00
scrawl
c58fc6d276
Improve performance of loading screen by not recomputing the bounding sphere of the entire scene after each loading step
2017-02-03 22:29:38 +01:00
scrawl
e8662bea31
Change the way that image origin is converted to OpenGL's lower-left convention
...
Flip the texture coordinates instead of flipping textures.
This simplifies the TextureManager (no need to worry if the caller wants flipping or not), should make it easier to generalize & multithread it.
2016-02-05 21:03:11 +01:00
scrawl
d5a2586f38
LoadingScreen: add support for important labels
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Used in saveGame so the player can be sure whether or not the game was saved.
Fixes #3074
2015-12-15 21:16:20 +01:00
scrawl
67883feaae
LoadingScreen: ensure values are within progress range
2015-12-15 21:05:35 +01:00
scrawl
ccbba5e926
LoadingScreen: remove indicateProgress, not used
2015-12-15 20:52:23 +01:00
scrawl
6e69808129
Fix the frameNumber not being incremented in certain frames
2015-11-06 23:14:27 +01:00
scrawl
69f234d97b
Small delay before the loading screen shows
...
Kinda irritating to have the loading bar pop up for a fraction of a second.
2015-10-23 16:50:08 +02:00
scrawl
77f1387da8
Include cleanup
2015-07-18 20:36:28 +02:00
scrawl
b90fc8ad92
Fix for various Viewer::frame calls resetting the simulationTime
2015-06-14 18:19:53 +02:00
scrawl
0330d3d61e
Restore the "transparent" loading screen
2015-06-07 21:21:57 +02:00
scrawl
723beb1cac
Move IncrementalCompileOperation to SceneManager
2015-05-26 20:20:18 +02:00
scrawl
3dcb167066
Map rendering
2015-05-26 16:40:44 +02:00
scrawl
52a4456cf7
LoadingScreen update
2015-05-09 00:02:38 +02:00
scrawl
5db0639983
IncrementalCompileOperation tweak
2015-05-08 16:20:40 +02:00