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openmw-tes3mp/apps/openmw/mwgui/loadingscreen.cpp

326 lines
11 KiB
C++

#include "loadingscreen.hpp"
#include <osgViewer/Viewer>
#include <osg/Texture2D>
#include <MyGUI_RenderManager.h>
#include <MyGUI_ScrollBar.h>
#include <MyGUI_Gui.h>
#include <MyGUI_TextBox.h>
#include <components/misc/rng.hpp>
#include <components/myguiplatform/myguitexture.hpp>
#include <components/settings/settings.hpp>
#include <components/vfs/manager.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwrender/vismask.hpp"
#include "backgroundimage.hpp"
namespace MWGui
{
LoadingScreen::LoadingScreen(const VFS::Manager* vfs, osgViewer::Viewer* viewer)
: WindowBase("openmw_loading_screen.layout")
, mVFS(vfs)
, mViewer(viewer)
, mTargetFrameRate(120.0)
, mLastWallpaperChangeTime(0.0)
, mLastRenderTime(0.0)
, mLoadingOnTime(0.0)
, mImportantLabel(false)
, mProgress(0)
, mShowWallpaper(true)
{
mMainWidget->setSize(MyGUI::RenderManager::getInstance().getViewSize());
getWidget(mLoadingText, "LoadingText");
getWidget(mProgressBar, "ProgressBar");
getWidget(mLoadingBox, "LoadingBox");
mProgressBar->setScrollViewPage(1);
mBackgroundImage = MyGUI::Gui::getInstance().createWidgetReal<BackgroundImage>("ImageBox", 0,0,1,1,
MyGUI::Align::Stretch, "Menu");
setVisible(false);
findSplashScreens();
}
LoadingScreen::~LoadingScreen()
{
}
void LoadingScreen::findSplashScreens()
{
const std::map<std::string, VFS::File*>& index = mVFS->getIndex();
std::string pattern = "Splash/";
mVFS->normalizeFilename(pattern);
std::map<std::string, VFS::File*>::const_iterator found = index.lower_bound(pattern);
while (found != index.end())
{
const std::string& name = found->first;
if (name.size() >= pattern.size() && name.substr(0, pattern.size()) == pattern)
{
size_t pos = name.find_last_of('.');
if (pos != std::string::npos && name.compare(pos, name.size()-pos, ".tga") == 0)
mSplashScreens.push_back(found->first);
}
else
break;
++found;
}
if (mSplashScreens.empty())
std::cerr << "No splash screens found!" << std::endl;
}
void LoadingScreen::setLabel(const std::string &label, bool important)
{
mImportantLabel = important;
mLoadingText->setCaptionWithReplacing(label);
int padding = mLoadingBox->getWidth() - mLoadingText->getWidth();
MyGUI::IntSize size(mLoadingText->getTextSize().width+padding, mLoadingBox->getHeight());
size.width = std::max(300, size.width);
mLoadingBox->setSize(size);
mLoadingBox->setPosition(mMainWidget->getWidth()/2 - mLoadingBox->getWidth()/2, mLoadingBox->getTop());
}
void LoadingScreen::setVisible(bool visible)
{
WindowBase::setVisible(visible);
mBackgroundImage->setVisible(visible);
}
class CopyFramebufferToTextureCallback : public osg::Camera::DrawCallback
{
public:
CopyFramebufferToTextureCallback(osg::Texture2D* texture)
: mTexture(texture)
{
}
virtual void operator () (osg::RenderInfo& renderInfo) const
{
int w = renderInfo.getCurrentCamera()->getViewport()->width();
int h = renderInfo.getCurrentCamera()->getViewport()->height();
mTexture->copyTexImage2D(*renderInfo.getState(), 0, 0, w, h);
// Callback removes itself when done
if (renderInfo.getCurrentCamera())
renderInfo.getCurrentCamera()->setInitialDrawCallback(NULL);
}
private:
osg::ref_ptr<osg::Texture2D> mTexture;
};
class DontComputeBoundCallback : public osg::Node::ComputeBoundingSphereCallback
{
public:
virtual osg::BoundingSphere computeBound(const osg::Node&) const { return osg::BoundingSphere(); }
};
void LoadingScreen::loadingOn()
{
mLoadingOnTime = mTimer.time_m();
// Early-out if already on
if (mMainWidget->getVisible())
return;
if (mViewer->getIncrementalCompileOperation())
{
mViewer->getIncrementalCompileOperation()->setMaximumNumOfObjectsToCompilePerFrame(100);
mViewer->getIncrementalCompileOperation()->setTargetFrameRate(mTargetFrameRate);
}
// Assign dummy bounding sphere callback to avoid the bounding sphere of the entire scene being recomputed after each frame of loading
// 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()
== MWBase::StateManager::State_NoGame);
setVisible(true);
if (mShowWallpaper)
{
changeWallpaper();
}
MWBase::Environment::get().getWindowManager()->pushGuiMode(mShowWallpaper ? GM_LoadingWallpaper : GM_Loading);
}
void LoadingScreen::loadingOff()
{
if (mLastRenderTime < mLoadingOnTime)
{
// the loading was so fast that we didn't show loading screen at all
// we may still want to show the label if the caller requested it
if (mImportantLabel)
{
MWBase::Environment::get().getWindowManager()->messageBox(mLoadingText->getCaption());
mImportantLabel = false;
}
}
else
mImportantLabel = false; // label was already shown on loading screen
mViewer->getSceneData()->setComputeBoundingSphereCallback(NULL);
mViewer->getSceneData()->dirtyBound();
//std::cout << "loading took " << mTimer.time_m() - mLoadingOnTime << std::endl;
setVisible(false);
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Loading);
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_LoadingWallpaper);
}
void LoadingScreen::changeWallpaper ()
{
if (!mSplashScreens.empty())
{
std::string const & randomSplash = mSplashScreens.at(Misc::Rng::rollDice(mSplashScreens.size()));
// TODO: add option (filename pattern?) to use image aspect ratio instead of 4:3
// we can't do this by default, because the Morrowind splash screens are 1024x1024, but should be displayed as 4:3
bool stretch = Settings::Manager::getBool("stretch menu background", "GUI");
mBackgroundImage->setBackgroundImage(randomSplash, true, stretch);
}
}
void LoadingScreen::setProgressRange (size_t range)
{
mProgressBar->setScrollRange(range+1);
mProgressBar->setScrollPosition(0);
mProgressBar->setTrackSize(0);
mProgress = 0;
}
void LoadingScreen::setProgress (size_t value)
{
// skip expensive update if there isn't enough visible progress
if (value - mProgress < mProgressBar->getScrollRange()/200.f)
return;
value = std::min(value, mProgressBar->getScrollRange()-1);
mProgress = value;
mProgressBar->setScrollPosition(0);
mProgressBar->setTrackSize(static_cast<int>(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize()));
draw();
}
void LoadingScreen::increaseProgress (size_t increase)
{
mProgressBar->setScrollPosition(0);
size_t value = mProgress + increase;
value = std::min(value, mProgressBar->getScrollRange()-1);
mProgress = value;
mProgressBar->setTrackSize(static_cast<int>(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize()));
draw();
}
bool LoadingScreen::needToDrawLoadingScreen()
{
if ( mTimer.time_m() <= mLastRenderTime + (1.0/mTargetFrameRate) * 1000.0)
return false;
// the minimal delay before a loading screen shows
const float initialDelay = 0.05;
bool alreadyShown = (mLastRenderTime > mLoadingOnTime);
float diff = (mTimer.time_m() - mLoadingOnTime);
if (!alreadyShown)
{
// bump the delay by the current progress - i.e. if during the initial delay the loading
// has almost finished, no point showing the loading screen now
diff -= mProgress / static_cast<float>(mProgressBar->getScrollRange()) * 100.f;
}
if (!mShowWallpaper && diff < initialDelay*1000)
return false;
return true;
}
void LoadingScreen::setupCopyFramebufferToTextureCallback()
{
// Copy the current framebuffer onto a texture and display that texture as the background image
// Note, we could also set the camera to disable clearing and have the background image transparent,
// but then we get shaking effects on buffer swaps.
if (!mTexture)
{
mTexture = new osg::Texture2D;
mTexture->setInternalFormat(GL_RGB);
mTexture->setResizeNonPowerOfTwoHint(false);
}
if (!mGuiTexture.get())
{
mGuiTexture.reset(new osgMyGUI::OSGTexture(mTexture));
}
mViewer->getCamera()->setInitialDrawCallback(new CopyFramebufferToTextureCallback(mTexture));
mBackgroundImage->setBackgroundImage("");
mBackgroundImage->setRenderItemTexture(mGuiTexture.get());
mBackgroundImage->getSubWidgetMain()->_setUVSet(MyGUI::FloatRect(0.f, 0.f, 1.f, 1.f));
}
void LoadingScreen::draw()
{
if (!needToDrawLoadingScreen())
return;
if (mShowWallpaper && mTimer.time_m() > mLastWallpaperChangeTime + 5000*1)
{
mLastWallpaperChangeTime = mTimer.time_m();
changeWallpaper();
}
if (!mShowWallpaper && mLastRenderTime < mLoadingOnTime)
{
setupCopyFramebufferToTextureCallback();
}
// Turn off rendering except the GUI
int oldUpdateMask = mViewer->getUpdateVisitor()->getTraversalMask();
int oldCullMask = mViewer->getCamera()->getCullMask();
mViewer->getUpdateVisitor()->setTraversalMask(MWRender::Mask_GUI);
mViewer->getCamera()->setCullMask(MWRender::Mask_GUI);
MWBase::Environment::get().getInputManager()->update(0, true, true);
//osg::Timer timer;
// 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()
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
//std::cout << "frame took " << timer.time_m() << std::endl;
//if (mViewer->getIncrementalCompileOperation())
//std::cout << "num to compile " << mViewer->getIncrementalCompileOperation()->getToCompile().size() << std::endl;
// resume 3d rendering
mViewer->getUpdateVisitor()->setTraversalMask(oldUpdateMask);
mViewer->getCamera()->setCullMask(oldCullMask);
mLastRenderTime = mTimer.time_m();
}
}