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openmw-tes3mp/apps/openmw/mwgui/loadingscreen.cpp
dteviot 3f28634d1f consolidate random number logic
Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +13:00

245 lines
8.8 KiB
C++

#include "loadingscreen.hpp"
#include <OgreRenderWindow.h>
#include <OgreMaterialManager.h>
#include <OgreTechnique.h>
#include <OgreRectangle2D.h>
#include <OgreSceneNode.h>
#include <OgreTextureManager.h>
#include <OgreViewport.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreSceneManager.h>
#include <MyGUI_RenderManager.h>
#include <MyGUI_ScrollBar.h>
#include <MyGUI_Gui.h>
#include <MyGUI_TextBox.h>
#include <openengine/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/inputmanager.hpp"
#include "backgroundimage.hpp"
namespace MWGui
{
LoadingScreen::LoadingScreen(Ogre::SceneManager* sceneMgr, Ogre::RenderWindow* rw)
: mSceneMgr(sceneMgr)
, mWindow(rw)
, WindowBase("openmw_loading_screen.layout")
, mLastRenderTime(0)
, mLastWallpaperChangeTime(0)
, mProgress(0)
, mVSyncWasEnabled(false)
{
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);
}
void LoadingScreen::setLabel(const std::string &label)
{
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());
}
LoadingScreen::~LoadingScreen()
{
}
void LoadingScreen::setVisible(bool visible)
{
WindowBase::setVisible(visible);
mBackgroundImage->setVisible(visible);
}
void LoadingScreen::loadingOn()
{
// Early-out if already on
if (mMainWidget->getVisible())
return;
// Temporarily turn off VSync, we want to do actual loading rather than waiting for the screen to sync.
// Threaded loading would be even better, of course - especially because some drivers force VSync to on and we can't change it.
mVSyncWasEnabled = mWindow->isVSyncEnabled();
mWindow->setVSyncEnabled(false);
bool showWallpaper = (MWBase::Environment::get().getStateManager()->getState()
== MWBase::StateManager::State_NoGame);
if (!showWallpaper)
{
mBackgroundImage->setImageTexture("");
int width = mWindow->getWidth();
int height = mWindow->getHeight();
const std::string textureName = "@loading_background";
Ogre::TexturePtr texture;
texture = Ogre::TextureManager::getSingleton().getByName(textureName);
if (texture.isNull())
{
texture = Ogre::TextureManager::getSingleton().createManual(textureName,
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D,
width, height, 0, mWindow->suggestPixelFormat(), Ogre::TU_DYNAMIC_WRITE_ONLY);
}
texture->unload();
texture->setWidth(width);
texture->setHeight(height);
texture->createInternalResources();
mWindow->copyContentsToMemory(texture->getBuffer()->lock(Ogre::Image::Box(0,0,width,height), Ogre::HardwareBuffer::HBL_DISCARD));
texture->getBuffer()->unlock();
mBackgroundImage->setBackgroundImage(texture->getName(), false, false);
}
setVisible(true);
if (showWallpaper)
{
changeWallpaper();
}
MWBase::Environment::get().getWindowManager()->pushGuiMode(showWallpaper ? GM_LoadingWallpaper : GM_Loading);
}
void LoadingScreen::loadingOff()
{
// Re-enable vsync now.
mWindow->setVSyncEnabled(mVSyncWasEnabled);
setVisible(false);
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Loading);
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_LoadingWallpaper);
}
void LoadingScreen::changeWallpaper ()
{
if (mResources.empty())
{
Ogre::StringVector groups = Ogre::ResourceGroupManager::getSingleton().getResourceGroups ();
for (Ogre::StringVector::iterator it = groups.begin(); it != groups.end(); ++it)
{
Ogre::StringVectorPtr resourcesInThisGroup = Ogre::ResourceGroupManager::getSingleton ().findResourceNames (*it, "Splash/*.tga");
mResources.insert(mResources.end(), resourcesInThisGroup->begin(), resourcesInThisGroup->end());
}
}
if (!mResources.empty())
{
std::string const & randomSplash = mResources.at(OEngine::Misc::Rng::rollDice(mResources.size()));
Ogre::TextureManager::getSingleton ().load (randomSplash, Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
// 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);
}
else
std::cerr << "No loading screens found!" << std::endl;
}
void LoadingScreen::setProgressRange (size_t range)
{
mProgressBar->setScrollRange(range+1);
mProgressBar->setScrollPosition(0);
mProgressBar->setTrackSize(0);
mProgress = 0;
}
void LoadingScreen::setProgress (size_t value)
{
if (value - mProgress < mProgressBar->getScrollRange()/100.f)
return;
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;
mProgress = value;
mProgressBar->setTrackSize(static_cast<int>(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize()));
draw();
}
void LoadingScreen::indicateProgress()
{
float time = (mTimer.getMilliseconds() % 2001) / 1000.f;
if (time > 1)
time = (time-2)*-1;
mProgressBar->setTrackSize(50);
mProgressBar->setScrollPosition(static_cast<size_t>(time * (mProgressBar->getScrollRange() - 1)));
draw();
}
void LoadingScreen::draw()
{
const float loadingScreenFps = 20.f;
if (mTimer.getMilliseconds () > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
{
mLastRenderTime = mTimer.getMilliseconds ();
bool showWallpaper = (MWBase::Environment::get().getStateManager()->getState()
== MWBase::StateManager::State_NoGame);
if (showWallpaper && mTimer.getMilliseconds () > mLastWallpaperChangeTime + 5000*1)
{
mLastWallpaperChangeTime = mTimer.getMilliseconds ();
changeWallpaper();
}
// 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 > 0 && i < 96)
mSceneMgr->addSpecialCaseRenderQueue(i);
}
mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
MWBase::Environment::get().getInputManager()->update(0, true, true);
// First, swap buffers from last draw, then, queue an update of the
// window contents, but don't swap buffers (which would have
// caused a sync / flush and would be expensive).
// We're doing this so we can do some actual loading while the GPU is busy with the render.
// This means the render is lagging a frame behind, but this is hardly noticable.
mWindow->swapBuffers();
mWindow->update(false);
// resume 3d rendering
mSceneMgr->clearSpecialCaseRenderQueues();
mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
}
}
}