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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

- basic loading screen, no progress bar

- startGame() call will run in separate thread if loading screen is used (looks OK so far)
This commit is contained in:
Ivan Savenko 2012-12-17 18:01:17 +00:00
parent ff146a80fe
commit 62e99a1ae5
5 changed files with 65 additions and 27 deletions

View File

@ -861,8 +861,6 @@ static void listenForEvents()
void startGame(StartInfo * options, CConnection *serv/* = NULL*/)
{
GH.curInt =NULL;
SDL_FillRect(screen, 0, 0);
if(gOnlyAI)
{
for(auto it = options->playerInfos.begin(); it != options->playerInfos.end(); ++it)

View File

@ -2420,8 +2420,9 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
void CPlayerInterface::playerStartsTurn(ui8 player)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(!GH.listInt.size())
if (GH.listInt.empty() || GH.listInt.front() != adventureInt)
{
GH.popInts(GH.listInt.size());
GH.pushInt(adventureInt);
}
if(howManyPeople == 1)

View File

@ -502,8 +502,8 @@ void CGPreGame::update()
GH.updateTime();
GH.handleEvents();
if (GH.curInt == NULL) // no redraw, when a new game was created
return;
//if (GH.curInt == NULL) // no redraw, when a new game was created
//return;
GH.topInt()->show(screen);
@ -638,7 +638,7 @@ CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMulti
};
}
start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRBEG.DEF", SDLK_b);
start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startScenario, this), 411, 535, "SCNRBEG.DEF", SDLK_b);
if(network)
{
@ -659,11 +659,11 @@ CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMulti
break;
case CMenuScreen::loadGame:
sel->recActions = 255;
start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRLOD.DEF", SDLK_l);
start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startScenario, this), 411, 535, "SCNRLOD.DEF", SDLK_l);
break;
case CMenuScreen::saveGame:
sel->recActions = 255;
start = new CAdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRSAV.DEF");
start = new CAdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startScenario, this), 411, 535, "SCNRSAV.DEF");
break;
case CMenuScreen::campaignList:
sel->recActions = 255;
@ -836,7 +836,7 @@ void CSelectionScreen::startCampaign()
}
}
void CSelectionScreen::startGame()
void CSelectionScreen::startScenario()
{
if(screenType == CMenuScreen::newGame)
{
@ -880,7 +880,7 @@ void CSelectionScreen::startGame()
StartInfo * si = new StartInfo(sInfo);
CGP->removeFromGui();
::startGame(si);
CGP->showLoadingScreen(boost::bind(&startGame, si, (CConnection *)nullptr));
}
else
{
@ -3564,11 +3564,19 @@ void CBonusSelection::startMap()
{
GH.popInts(1);
}
else
const CCampaignScenario & scenario = ourCampaign->camp->scenarios[ourCampaign->currentMap];
tlog1 << "Starting scenario " << int(ourCampaign->currentMap) << "\n";
if (scenario.prolog.hasPrologEpilog)
{
CGP->removeFromGui();
tlog1 << "Video: " << scenario.prolog.prologVideo <<"\n";
tlog1 << "Audio: " << scenario.prolog.prologMusic <<"\n";
tlog1 << "Text: " << scenario.prolog.prologText <<"\n";
}
::startGame(si);
else
tlog1 << "Without prolog\n";
CGP->showLoadingScreen(boost::bind(&startGame, si, (CConnection *)nullptr));
}
void CBonusSelection::selectBonus( int id )
@ -3583,7 +3591,6 @@ void CBonusSelection::selectBonus( int id )
updateStartButtonState(id);
}
const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.campState->currentMap];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
if (bonDescs[id].type == CScenarioTravel::STravelBonus::HERO)
@ -3902,9 +3909,7 @@ void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
vstd::clear_pointer(selScreen->serverHandlingThread); //detach us
saveGameName.clear();
CGP->removeFromGui();
::startGame(startingInfo.sInfo, startingInfo.serv);
CGP->showLoadingScreen(boost::bind(&startGame, startingInfo.sInfo, startingInfo.serv));
throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
}
@ -3918,15 +3923,6 @@ CCampaignScreen::CCampaignButton::CCampaignButton(const JsonNode &config )
campFile = config["file"].String();
video = config["video"].String();
//On linux we can only play *.mjpg videos from LOKI release
#ifdef _WIN32
std::transform(video.begin(), video.end(), video.begin(), toupper);
video += ".BIK";
#else
std::transform(video.begin(), video.end(), video.begin(), tolower);
video += ".mjpg";
#endif
OBJ_CONSTRUCTION_CAPTURING_ALL;
status = config["open"].Bool() ? CCampaignScreen::ENABLED : CCampaignScreen::DISABLED;
@ -4030,3 +4026,31 @@ void CCampaignScreen::showAll(SDL_Surface *to)
CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
}
void CGPreGame::showLoadingScreen(boost::function<void()> loader)
{
if (GH.listInt.front() == CGP) //pregame active
CGP->removeFromGui();
GH.pushInt(new CLoadingScreen(loader));
}
std::string CLoadingScreen::getBackground()
{
const JsonVector & conf = (*CGP->pregameConfig)["loading"].Vector();
if (conf.empty())
return "loadbar";
return conf[ rand() % conf.size() ].String();
}
CLoadingScreen::CLoadingScreen(boost::function<void ()> loader):
CWindowObject(BORDERED, getBackground()),
loadingThread(loader)
{}
void CLoadingScreen::showAll(SDL_Surface *to)
{
Rect rect(0,0,to->w, to->h);
SDL_FillRect(to, &rect, 0);
CWindowObject::showAll(to);
}

View File

@ -470,7 +470,7 @@ public:
void toggleTab(CIntObject *tab);
void changeSelection(const CMapInfo *to);
void startCampaign();
void startGame();
void startScenario();
void difficultyChange(int to);
void handleConnection();
@ -683,6 +683,18 @@ public:
static CGPreGame * create();
void removeFromGui();
static void showLoadingScreen(boost::function<void()> loader);
};
class CLoadingScreen : public CWindowObject
{
boost::thread loadingThread;
std::string getBackground();
public:
CLoadingScreen(boost::function<void()> loader);
void showAll(SDL_Surface *to);
};
extern ISelectionScreenInfo *SEL;

View File

@ -1,6 +1,9 @@
{
//images used in game selection screen
"game-select" : ["ZPIC1000", "ZPIC1001"],
"loading" : ["ZPIC106", "LoadBar"],
//Main menu window, consists of several sub-menus aka items
"window":
{