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openmw-tes3mp/apps/openmw/mwgui/loadingscreen.cpp
2012-09-11 16:37:54 +02:00

108 lines
3 KiB
C++

#include "loadingscreen.hpp"
#include <OgreRenderWindow.h>
#include <OgreRoot.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/inputmanager.hpp"
namespace MWGui
{
LoadingScreen::LoadingScreen(Ogre::SceneManager* sceneMgr, Ogre::RenderWindow* rw, MWBase::WindowManager& parWindowManager)
: mSceneMgr(sceneMgr)
, mWindow(rw)
, WindowBase("openmw_loading_screen.layout", parWindowManager)
, mLoadingOn(false)
, mLastRenderTime(0.f)
{
getWidget(mLoadingText, "LoadingText");
}
LoadingScreen::~LoadingScreen()
{
}
void LoadingScreen::setLoadingProgress (const std::string& stage, int depth, int current, int total)
{
if (!mLoadingOn)
loadingOn();
if (depth == 0)
{
mCurrentCellLoading = current;
mTotalCellsLoading = total;
mCurrentRefLoading = 0;
}
if (depth == 1)
{
mCurrentRefLoading = current;
mTotalRefsLoading = total;
}
if (mTotalCellsLoading == 0)
{
loadingOff();
return;
}
float refProgress;
if (mTotalRefsLoading <= 1)
refProgress = 0;
else
refProgress = float(mCurrentRefLoading) / float(mTotalRefsLoading-1);
float progress = (float(mCurrentCellLoading)+refProgress) / float(mTotalCellsLoading);
assert(progress <= 1 && progress >= 0);
if (progress >= 1)
{
loadingOff();
return;
}
mLoadingText->setCaption(stage + "... " + Ogre::StringConverter::toString(progress));
static float loadingScreenFps = 40.f;
//if (mTimer.getMilliseconds () > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
{
mLastRenderTime = mTimer.getMilliseconds ();
// Turn off rendering except the GUI
mSceneMgr->clearSpecialCaseRenderQueues();
// SCRQM_INCLUDE with RENDER_QUEUE_OVERLAY does not work.
for (int i = 0; i < Ogre::RENDER_QUEUE_MAX; ++i)
{
if (i > 10 && i < 90)
mSceneMgr->addSpecialCaseRenderQueue(i);
}
mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
// always update input before rendering something, otherwise mygui goes crazy when something was entered in the frame before
// (e.g. when using "coc" console command, it would enter an infinite loop and crash due to overflow)
MWBase::Environment::get().getInputManager()->update(0, true);
mWindow->update();
// resume 3d rendering
mSceneMgr->clearSpecialCaseRenderQueues();
mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
}
}
void LoadingScreen::loadingOn()
{
setVisible(true);
mLoadingOn = true;
}
void LoadingScreen::loadingOff()
{
setVisible(false);
mLoadingOn = false;
}
}