Add progress bar to item visuals preloading

This commit is contained in:
Zeg9 2013-05-11 16:02:41 +02:00 committed by PilzAdam
parent efc9329033
commit bda62bd3bf
3 changed files with 17 additions and 3 deletions

@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock.h"
#include "settings.h"
#include "profiler.h"
#include "gettext.h"
#include "log.h"
#include "nodemetadata.h"
#include "nodedef.h"
@ -2804,7 +2805,10 @@ ClientEvent Client::getClientEvent()
return m_client_event_queue.pop_front();
}
void Client::afterContentReceived()
void draw_load_screen(const std::wstring &text,
IrrlichtDevice* device, gui::IGUIFont* font,
float dtime=0 ,int percent=0, bool clouds=true);
void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
{
infostream<<"Client::afterContentReceived() started"<<std::endl;
assert(m_itemdef_received);
@ -2839,13 +2843,23 @@ void Client::afterContentReceived()
if(g_settings->getBool("preload_item_visuals"))
{
verbosestream<<"Updating item textures and meshes"<<std::endl;
wchar_t* text = wgettext("Item textures...");
draw_load_screen(text,device,font,0,0);
std::set<std::string> names = m_itemdef->getAll();
size_t size = names.size();
size_t count = 0;
int percent = 0;
for(std::set<std::string>::const_iterator
i = names.begin(); i != names.end(); ++i){
// Asking for these caches the result
m_itemdef->getInventoryTexture(*i, this);
m_itemdef->getWieldMesh(*i, this);
count++;
percent = count*100/size;
if (count%50 == 0) // only update every 50 item
draw_load_screen(text,device,font,0,percent);
}
delete[] text;
}
// Start mesh update thread after setting up content definitions

@ -385,7 +385,7 @@ public:
bool nodedefReceived()
{ return m_nodedef_received; }
void afterContentReceived();
void afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font);
float getRTT(void);

@ -1232,7 +1232,7 @@ void the_game(
After all content has been received:
Update cached textures, meshes and materials
*/
client.afterContentReceived();
client.afterContentReceived(device,font);
/*
Create the camera node