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

90 lines
1.9 KiB
C++

#ifndef MWGUI_LOADINGSCREEN_H
#define MWGUI_LOADINGSCREEN_H
#include <osg/Timer>
#include <osg/ref_ptr>
#include "windowbase.hpp"
#include <components/loadinglistener/loadinglistener.hpp>
namespace osgViewer
{
class Viewer;
}
namespace osg
{
class Texture2D;
}
namespace VFS
{
class Manager;
}
namespace MWGui
{
class BackgroundImage;
class LoadingScreen : public WindowBase, public Loading::Listener
{
public:
LoadingScreen(const VFS::Manager* vfs, osgViewer::Viewer* viewer);
virtual ~LoadingScreen();
/// 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 loadingOff();
virtual void setProgressRange (size_t range);
virtual void setProgress (size_t value);
virtual void increaseProgress (size_t increase=1);
virtual void setVisible(bool visible);
private:
void findSplashScreens();
bool needToDrawLoadingScreen();
void setupCopyFramebufferToTextureCallback();
const VFS::Manager* mVFS;
osg::ref_ptr<osgViewer::Viewer> mViewer;
double mTargetFrameRate;
double mLastWallpaperChangeTime;
double mLastRenderTime;
osg::Timer mTimer;
double mLoadingOnTime;
bool mImportantLabel;
size_t mProgress;
bool mShowWallpaper;
MyGUI::Widget* mLoadingBox;
MyGUI::TextBox* mLoadingText;
MyGUI::ScrollBar* mProgressBar;
BackgroundImage* mBackgroundImage;
std::vector<std::string> mSplashScreens;
// TODO: add releaseGLObjects() for mTexture
osg::ref_ptr<osg::Texture2D> mTexture;
std::auto_ptr<MyGUI::ITexture> mGuiTexture;
void changeWallpaper();
void draw();
};
}
#endif