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228 lines
7.9 KiB
C++
228 lines
7.9 KiB
C++
#include "loadingscreen.hpp"
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#include <OgreRenderWindow.h>
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#include <OgreMaterialManager.h>
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#include <OgreTechnique.h>
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#include <OgreRectangle2D.h>
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#include <OgreSceneNode.h>
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#include <OgreTextureManager.h>
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#include <OgreViewport.h>
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#include <OgreHardwarePixelBuffer.h>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/inputmanager.hpp"
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#include "backgroundimage.hpp"
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namespace MWGui
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{
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LoadingScreen::LoadingScreen(Ogre::SceneManager* sceneMgr, Ogre::RenderWindow* rw)
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: mSceneMgr(sceneMgr)
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, mWindow(rw)
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, WindowBase("openmw_loading_screen.layout")
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, mLastRenderTime(0.f)
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, mLastWallpaperChangeTime(0.f)
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, mProgress(0)
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, mVSyncWasEnabled(false)
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{
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mMainWidget->setSize(MyGUI::RenderManager::getInstance().getViewSize());
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getWidget(mLoadingText, "LoadingText");
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getWidget(mProgressBar, "ProgressBar");
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mProgressBar->setScrollViewPage(1);
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mBackgroundImage = MyGUI::Gui::getInstance().createWidgetReal<BackgroundImage>("ImageBox", 0,0,1,1,
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MyGUI::Align::Stretch, "Menu");
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setVisible(false);
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}
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void LoadingScreen::setLabel(const std::string &label)
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{
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mLoadingText->setCaptionWithReplacing(label);
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}
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LoadingScreen::~LoadingScreen()
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{
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}
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void LoadingScreen::setVisible(bool visible)
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{
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WindowBase::setVisible(visible);
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mBackgroundImage->setVisible(visible);
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}
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void LoadingScreen::loadingOn()
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{
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// Early-out if already on
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if (mMainWidget->getVisible())
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return;
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// Temporarily turn off VSync, we want to do actual loading rather than waiting for the screen to sync.
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// Threaded loading would be even better, of course - especially because some drivers force VSync to on and we can't change it.
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mVSyncWasEnabled = mWindow->isVSyncEnabled();
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mWindow->setVSyncEnabled(false);
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bool showWallpaper = (MWBase::Environment::get().getStateManager()->getState()
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== MWBase::StateManager::State_NoGame);
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if (!showWallpaper)
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{
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mBackgroundImage->setImageTexture("");
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int width = mWindow->getWidth();
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int height = mWindow->getHeight();
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const std::string textureName = "@loading_background";
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Ogre::TexturePtr texture;
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texture = Ogre::TextureManager::getSingleton().getByName(textureName);
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if (texture.isNull())
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{
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texture = Ogre::TextureManager::getSingleton().createManual(textureName,
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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Ogre::TEX_TYPE_2D,
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width, height, 0, mWindow->suggestPixelFormat(), Ogre::TU_DYNAMIC_WRITE_ONLY);
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}
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texture->unload();
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texture->setWidth(width);
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texture->setHeight(height);
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texture->createInternalResources();
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mWindow->copyContentsToMemory(texture->getBuffer()->lock(Ogre::Image::Box(0,0,width,height), Ogre::HardwareBuffer::HBL_DISCARD));
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texture->getBuffer()->unlock();
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mBackgroundImage->setBackgroundImage(texture->getName(), false, false);
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}
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setVisible(true);
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if (showWallpaper)
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{
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changeWallpaper();
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}
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MWBase::Environment::get().getWindowManager()->pushGuiMode(showWallpaper ? GM_LoadingWallpaper : GM_Loading);
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}
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void LoadingScreen::loadingOff()
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{
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// Re-enable vsync now.
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mWindow->setVSyncEnabled(mVSyncWasEnabled);
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setVisible(false);
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Loading);
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_LoadingWallpaper);
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}
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void LoadingScreen::changeWallpaper ()
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{
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if (mResources.empty())
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{
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Ogre::StringVector groups = Ogre::ResourceGroupManager::getSingleton().getResourceGroups ();
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for (Ogre::StringVector::iterator it = groups.begin(); it != groups.end(); ++it)
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{
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Ogre::StringVectorPtr resourcesInThisGroup = Ogre::ResourceGroupManager::getSingleton ().findResourceNames (*it, "Splash/*.tga");
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mResources.insert(mResources.end(), resourcesInThisGroup->begin(), resourcesInThisGroup->end());
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}
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}
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if (!mResources.empty())
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{
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std::string const & randomSplash = mResources.at (rand() % mResources.size());
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Ogre::TextureManager::getSingleton ().load (randomSplash, Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
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// TODO: add option (filename pattern?) to use image aspect ratio instead of 4:3
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mBackgroundImage->setBackgroundImage(randomSplash, true, true);
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}
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else
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std::cerr << "No loading screens found!" << std::endl;
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}
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void LoadingScreen::setProgressRange (size_t range)
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{
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mProgressBar->setScrollRange(range+1);
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mProgressBar->setScrollPosition(0);
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mProgressBar->setTrackSize(0);
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mProgress = 0;
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}
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void LoadingScreen::setProgress (size_t value)
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{
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if (value - mProgress < mProgressBar->getScrollRange()/100.f)
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return;
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mProgress = value;
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mProgressBar->setScrollPosition(0);
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mProgressBar->setTrackSize(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize());
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draw();
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}
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void LoadingScreen::increaseProgress (size_t increase)
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{
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mProgressBar->setScrollPosition(0);
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size_t value = mProgress + increase;
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mProgress = value;
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mProgressBar->setTrackSize(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize());
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draw();
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}
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void LoadingScreen::indicateProgress()
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{
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float time = (mTimer.getMilliseconds() % 2001) / 1000.f;
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if (time > 1)
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time = (time-2)*-1;
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mProgressBar->setTrackSize(50);
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mProgressBar->setScrollPosition(time * (mProgressBar->getScrollRange()-1));
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draw();
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}
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void LoadingScreen::draw()
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{
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const float loadingScreenFps = 20.f;
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if (mTimer.getMilliseconds () > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
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{
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mLastRenderTime = mTimer.getMilliseconds ();
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bool showWallpaper = (MWBase::Environment::get().getStateManager()->getState()
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== MWBase::StateManager::State_NoGame);
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if (showWallpaper && mTimer.getMilliseconds () > mLastWallpaperChangeTime + 5000*1)
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{
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mLastWallpaperChangeTime = mTimer.getMilliseconds ();
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changeWallpaper();
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}
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// Turn off rendering except the GUI
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mSceneMgr->clearSpecialCaseRenderQueues();
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// SCRQM_INCLUDE with RENDER_QUEUE_OVERLAY does not work.
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for (int i = 0; i < Ogre::RENDER_QUEUE_MAX; ++i)
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{
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if (i > 0 && i < 96)
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mSceneMgr->addSpecialCaseRenderQueue(i);
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}
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mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
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MWBase::Environment::get().getInputManager()->update(0, true, true);
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// First, swap buffers from last draw, then, queue an update of the
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// window contents, but don't swap buffers (which would have
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// caused a sync / flush and would be expensive).
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// We're doing this so we can do some actual loading while the GPU is busy with the render.
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// This means the render is lagging a frame behind, but this is hardly noticable.
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mWindow->swapBuffers();
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mWindow->update(false);
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// resume 3d rendering
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mSceneMgr->clearSpecialCaseRenderQueues();
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mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
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}
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}
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}
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