forked from Mirrorlandia_minetest/minetest
Add progress bar and clouds to loading screen
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parent
7b41f54411
commit
0913287578
87
src/game.cpp
87
src/game.cpp
@ -395,11 +395,15 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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/*
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Draws a screen with a single text on it.
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Text will be removed when the screen is drawn the next time.
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Additionally, a progressbar can be drawn when percent is set between 0 and 100.
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With drawsmgr, you can for example draw clouds
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*/
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/*gui::IGUIStaticText **/
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void draw_load_screen(const std::wstring &text,
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video::IVideoDriver* driver, gui::IGUIFont* font)
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IrrlichtDevice* device, gui::IGUIFont* font,
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int percent=-1, bool drawsmgr=false)
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{
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video::IVideoDriver* driver = device->getVideoDriver();
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v2u32 screensize = driver->getScreenSize();
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const wchar_t *loadingtext = text.c_str();
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core::vector2d<u32> textsize_u = font->getDimension(loadingtext);
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@ -411,7 +415,28 @@ void draw_load_screen(const std::wstring &text,
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loadingtext, textrect, false, false);
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guitext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
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driver->beginScene(true, true, video::SColor(255,0,0,0));
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if (drawsmgr)
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{
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driver->beginScene(true, true, video::SColor(255,140,186,250));
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scene::ISceneManager* smgr = device->getSceneManager();
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smgr->drawAll();
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}
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else
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driver->beginScene(true, true, video::SColor(255,0,0,0));
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if (percent >= 0 && percent <= 100) // draw progress bar
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{
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core::vector2d<s32> barsize(256,32);
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core::rect<s32> barrect(center-barsize/2, center+barsize/2);
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driver->draw2DRectangle(video::SColor(255,255,255,255),barrect, NULL); // border
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driver->draw2DRectangle(video::SColor(255,0,0,0), core::rect<s32> (
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barrect.UpperLeftCorner+1,
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barrect.LowerRightCorner-1), NULL); // black inside the bar
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driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect<s32> (
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barrect.UpperLeftCorner+1,
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core::vector2d<s32>(
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barrect.LowerRightCorner.X-(barsize.X-1)+percent*(barsize.X-2)/100,
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barrect.LowerRightCorner.Y-1)), NULL); // the actual progress
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}
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guienv->drawAll();
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driver->endScene();
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@ -882,7 +907,7 @@ void the_game(
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Draw "Loading" screen
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*/
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draw_load_screen(L"Loading...", driver, font);
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draw_load_screen(L"Loading...", device, font);
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// Create texture source
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IWritableTextureSource *tsrc = createTextureSource(device);
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@ -939,7 +964,7 @@ void the_game(
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*/
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if(address == ""){
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draw_load_screen(L"Creating server...", driver, font);
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draw_load_screen(L"Creating server...", device, font);
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infostream<<"Creating server"<<std::endl;
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server = new Server(map_dir, configpath, gamespec,
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simple_singleplayer_mode);
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@ -952,7 +977,7 @@ void the_game(
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Create client
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*/
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draw_load_screen(L"Creating client...", driver, font);
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draw_load_screen(L"Creating client...", device, font);
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infostream<<"Creating client"<<std::endl;
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MapDrawControl draw_control;
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@ -963,7 +988,7 @@ void the_game(
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// Client acts as our GameDef
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IGameDef *gamedef = &client;
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draw_load_screen(L"Resolving address...", driver, font);
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draw_load_screen(L"Resolving address...", device, font);
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Address connect_address(0,0,0,0, port);
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try{
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if(address == "")
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@ -1028,7 +1053,7 @@ void the_game(
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ss<<L"Connecting to server... (press Escape to cancel)\n";
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std::wstring animation = L"/-\\|";
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ss<<animation[(int)(time_counter/0.2)%4];
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draw_load_screen(ss.str(), driver, font);
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draw_load_screen(ss.str(), device, font);
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// Delay a bit
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sleep_ms(1000*frametime);
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@ -1059,6 +1084,23 @@ void the_game(
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float frametime = 0.033;
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float time_counter = 0.0;
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input->clear();
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scene::ISceneManager* smgr = device->getSceneManager();
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Clouds *clouds = 0;
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if (g_settings->getBool("menu_clouds"))
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{
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// add clouds
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clouds = new Clouds(smgr->getRootSceneNode(),
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smgr, -1, rand(), 100);
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clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
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// A camera to see the clouds
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scene::ICameraSceneNode* camera;
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camera = smgr->addCameraSceneNode(0,
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v3f(0,0,0), v3f(0, 60, 100));
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camera->setFarValue(10000);
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}
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while(device->run())
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{
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// Update client and server
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@ -1087,21 +1129,30 @@ void the_game(
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// Display status
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std::wostringstream ss;
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ss<<L"Waiting content... (press Escape to cancel)\n";
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ss<<(client.itemdefReceived()?L"[X]":L"[ ]");
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ss<<L" Item definitions\n";
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ss<<(client.nodedefReceived()?L"[X]":L"[ ]");
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ss<<L" Node definitions\n";
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ss<<L"["<<(int)(client.mediaReceiveProgress()*100+0.5)<<L"%] ";
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ss<<L" Media\n";
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draw_load_screen(ss.str(), driver, font);
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if (!client.itemdefReceived())
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ss << L"Item definitions...";
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else if (!client.nodedefReceived())
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ss << L"Node definitions...";
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else
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ss << L"Media (" << (int)(client.mediaReceiveProgress()*100+0.5) << L"%)...";
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if (clouds != 0)
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{
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clouds->step(frametime*3);
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clouds->render();
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}
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draw_load_screen(ss.str(), device, font, client.mediaReceiveProgress()*100+0.5, clouds!=0);
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// Delay a bit
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sleep_ms(1000*frametime);
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time_counter += frametime;
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}
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if (clouds != 0)
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{
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smgr->addToDeletionQueue(clouds);
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clouds->drop();
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}
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}
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if(!got_content){
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@ -3227,7 +3278,7 @@ void the_game(
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*/
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{
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/*gui::IGUIStaticText *gui_shuttingdowntext = */
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draw_load_screen(L"Shutting down stuff...", driver, font);
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draw_load_screen(L"Shutting down stuff...", device, font);
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/*driver->beginScene(true, true, video::SColor(255,0,0,0));
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guienv->drawAll();
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driver->endScene();
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