mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-05 08:55:01 -05:00
Add clouds to all loading screens and better progress handling
This commit is contained in:
parent
d859ad7ed7
commit
81c863ac4d
192
src/game.cpp
192
src/game.cpp
@ -396,12 +396,11 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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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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IrrlichtDevice* device, gui::IGUIFont* font,
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int percent=-1, bool drawsmgr=false)
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float dtime=0 ,int percent=0, bool clouds=true)
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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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@ -415,11 +414,13 @@ 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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if (drawsmgr)
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bool cloud_menu_background = clouds && g_settings->getBool("menu_clouds");
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if (cloud_menu_background)
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{
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g_menuclouds->step(dtime*3);
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g_menuclouds->render();
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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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g_menucloudsmgr->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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@ -428,7 +429,7 @@ void draw_load_screen(const std::wstring &text,
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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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driver->draw2DRectangle(video::SColor(255,64,64,64), 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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@ -907,7 +908,11 @@ void the_game(
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Draw "Loading" screen
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*/
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draw_load_screen(L"Loading...", device, font);
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{
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wchar_t* text = wgettext("Loading...");
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draw_load_screen(text, device, font,0,0);
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delete[] text;
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}
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// Create texture source
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IWritableTextureSource *tsrc = createTextureSource(device);
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@ -964,7 +969,9 @@ void the_game(
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*/
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if(address == ""){
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draw_load_screen(L"Creating server...", device, font);
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wchar_t* text = wgettext("Creating server....");
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draw_load_screen(text, device, font,0,25);
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delete[] text;
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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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@ -977,7 +984,11 @@ void the_game(
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Create client
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*/
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draw_load_screen(L"Creating client...", device, font);
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{
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wchar_t* text = wgettext("Creating client...");
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draw_load_screen(text, device, font,0,50);
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delete[] text;
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}
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infostream<<"Creating client"<<std::endl;
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MapDrawControl draw_control;
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@ -987,8 +998,12 @@ 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...", device, font);
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{
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wchar_t* text = wgettext("Resolving address...");
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draw_load_screen(text, device, font,0,75);
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delete[] text;
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}
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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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@ -1020,15 +1035,26 @@ void the_game(
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bool could_connect = false;
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bool connect_aborted = false;
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try{
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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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float fps_max = g_settings->getFloat("fps_max");
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bool cloud_menu_background = g_settings->getBool("menu_clouds");
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u32 lasttime = device->getTimer()->getTime();
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while(device->run())
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{
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f32 dtime=0; // in seconds
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if (cloud_menu_background) {
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u32 time = device->getTimer()->getTime();
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if(time > lasttime)
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dtime = (time - lasttime) / 1000.0;
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else
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dtime = 0;
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lasttime = time;
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}
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// Update client and server
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client.step(frametime);
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client.step(dtime);
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if(server != NULL)
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server->step(frametime);
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server->step(dtime);
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// End condition
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if(client.connectedAndInitialized()){
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@ -1049,15 +1075,37 @@ void the_game(
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}
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// Display status
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std::wostringstream ss;
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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(), device, font);
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{
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wchar_t* text = wgettext("Connecting to server...");
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draw_load_screen(text, device, font, dtime, 100);
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delete[] text;
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}
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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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// On some computers framerate doesn't seem to be
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// automatically limited
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if (cloud_menu_background) {
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// Time of frame without fps limit
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float busytime;
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u32 busytime_u32;
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// not using getRealTime is necessary for wine
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u32 time = device->getTimer()->getTime();
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if(time > lasttime)
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busytime_u32 = time - lasttime;
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else
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busytime_u32 = 0;
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busytime = busytime_u32 / 1000.0;
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// FPS limiter
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u32 frametime_min = 1000./fps_max;
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if(busytime_u32 < frametime_min) {
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u32 sleeptime = frametime_min - busytime_u32;
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device->sleep(sleeptime);
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}
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} else {
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sleep_ms(25);
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}
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time_counter += dtime;
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}
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}
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catch(con::PeerNotFoundException &e)
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@ -1081,32 +1129,26 @@ void the_game(
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bool got_content = false;
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bool content_aborted = false;
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{
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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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float fps_max = g_settings->getFloat("fps_max");
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bool cloud_menu_background = g_settings->getBool("menu_clouds");
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u32 lasttime = device->getTimer()->getTime();
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while(device->run())
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{
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f32 dtime=0; // in seconds
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if (cloud_menu_background) {
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u32 time = device->getTimer()->getTime();
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if(time > lasttime)
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dtime = (time - lasttime) / 1000.0;
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else
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dtime = 0;
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lasttime = time;
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}
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// Update client and server
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client.step(frametime);
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client.step(dtime);
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if(server != NULL)
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server->step(frametime);
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server->step(dtime);
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// End condition
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if(client.texturesReceived() &&
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@ -1128,30 +1170,52 @@ void the_game(
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}
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// Display status
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std::wostringstream ss;
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std::ostringstream ss;
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int progress=0;
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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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ss << "Item definitions...";
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progress = 0;
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}
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else if (!client.nodedefReceived())
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{
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ss << "Node definitions...";
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progress = 25;
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}
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else
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{
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ss << "Media...";
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progress = 50+client.mediaReceiveProgress()*50+0.5;
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}
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wchar_t* text = wgettext(ss.str().c_str());
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draw_load_screen(text, device, font, dtime, progress);
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delete[] text;
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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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// On some computers framerate doesn't seem to be
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// automatically limited
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if (cloud_menu_background) {
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// Time of frame without fps limit
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float busytime;
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u32 busytime_u32;
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// not using getRealTime is necessary for wine
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u32 time = device->getTimer()->getTime();
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if(time > lasttime)
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busytime_u32 = time - lasttime;
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else
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busytime_u32 = 0;
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busytime = busytime_u32 / 1000.0;
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// FPS limiter
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u32 frametime_min = 1000./fps_max;
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if(busytime_u32 < frametime_min) {
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u32 sleeptime = frametime_min - busytime_u32;
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device->sleep(sleeptime);
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}
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} else {
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sleep_ms(25);
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}
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time_counter += dtime;
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}
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}
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@ -3278,7 +3342,9 @@ 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...", device, font);
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wchar_t* text = wgettext("Shutting down stuff...");
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draw_load_screen(text, device, font, 0, -1, false);
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delete[] text;
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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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src/main.cpp
44
src/main.cpp
@ -88,6 +88,10 @@ Settings *g_settings = &main_settings;
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Profiler main_profiler;
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Profiler *g_profiler = &main_profiler;
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// Menu clouds are created later
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Clouds *g_menuclouds = 0;
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irr::scene::ISceneManager *g_menucloudsmgr = 0;
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/*
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Debug streams
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*/
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@ -1569,6 +1573,19 @@ int main(int argc, char *argv[])
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skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255,96,134,49));
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#endif
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// Create the menu clouds
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if (!g_menucloudsmgr)
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g_menucloudsmgr = smgr->createNewSceneManager();
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if (!g_menuclouds)
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g_menuclouds = new Clouds(g_menucloudsmgr->getRootSceneNode(),
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g_menucloudsmgr, -1, rand(), 100);
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g_menuclouds->update(v2f(0, 0), video::SColor(255,200,200,255));
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scene::ICameraSceneNode* camera;
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camera = g_menucloudsmgr->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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GUI stuff
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*/
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@ -1744,18 +1761,6 @@ int main(int argc, char *argv[])
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&g_menumgr, &menudata, g_gamecallback);
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menu->allowFocusRemoval(true);
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// Always create clouds because they may or may not be
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// needed based on the game selected
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Clouds *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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if(error_message != L"")
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{
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verbosestream<<"error_message = "
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@ -1796,7 +1801,7 @@ int main(int argc, char *argv[])
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}
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// Time calc for the clouds
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f32 dtime; // in seconds
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f32 dtime=0; // in seconds
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if (cloud_menu_background) {
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u32 time = device->getTimer()->getTime();
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if(time > lasttime)
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@ -1811,9 +1816,9 @@ int main(int argc, char *argv[])
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if (cloud_menu_background) {
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// *3 otherwise the clouds would move very slowly
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clouds->step(dtime*3);
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clouds->render();
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smgr->drawAll();
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g_menuclouds->step(dtime*3);
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g_menuclouds->render();
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g_menucloudsmgr->drawAll();
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drawMenuOverlay(driver, menutextures);
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drawMenuHeader(driver, menutextures);
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drawMenuFooter(driver, menutextures);
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@ -1856,8 +1861,6 @@ int main(int argc, char *argv[])
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infostream<<"Dropping main menu"<<std::endl;
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menu->drop();
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clouds->drop();
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smgr->clear();
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}
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playername = wide_to_narrow(menudata.name);
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@ -2018,6 +2021,7 @@ int main(int argc, char *argv[])
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gamespec,
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simple_singleplayer_mode
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);
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smgr->clear();
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} //try
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catch(con::PeerNotFoundException &e)
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@ -2048,6 +2052,10 @@ int main(int argc, char *argv[])
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}
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} // Menu-game loop
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g_menuclouds->drop();
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g_menucloudsmgr->drop();
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delete input;
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/*
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@ -28,6 +28,14 @@ extern Settings *g_settings;
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class Profiler;
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extern Profiler *g_profiler;
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// Menu clouds
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class Clouds;
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extern Clouds *g_menuclouds;
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// Scene manager used for menu clouds
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namespace irr{namespace scene{class ISceneManager;}}
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extern irr::scene::ISceneManager *g_menucloudsmgr;
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// Debug streams
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#include <fstream>
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