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/* GameLoadingPanel.cpp
Copyright (c) 2021 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "GameLoadingPanel.h"
#include "Angle.h"
#include "audio/Audio.h"
#include "Color.h"
#include "Conversation.h"
#include "ConversationPanel.h"
#include "GameData.h"
#include "image/MaskManager.h"
#include "MenuAnimationPanel.h"
#include "MenuPanel.h"
#include "PlayerInfo.h"
#include "Point.h"
#include "shader/PointerShader.h"
#include "Ship.h"
#include "image/SpriteSet.h"
#include "shader/StarField.h"
#include "System.h"
#include "TaskQueue.h"
#include "UI.h"
#include "opengl.h"
GameLoadingPanel::GameLoadingPanel(PlayerInfo &player, TaskQueue &queue, const Conversation &conversation,
UI &gamePanels, bool &finishedLoading)
: player(player), queue(queue), conversation(conversation), gamePanels(gamePanels),
finishedLoading(finishedLoading), ANGLE_OFFSET(360. / MAX_TICKS)
{
SetIsFullScreen(true);
}
void GameLoadingPanel::Step()
{
progress = static_cast<int>(GameData::GetProgress() * MAX_TICKS);
queue.ProcessSyncTasks();
if(GameData::IsLoaded())
{
// Now that we have finished loading all the basic sprites and sounds, we can look for invalid file paths,
// e.g. due to capitalization errors or other typos.
SpriteSet::CheckReferences();
Audio::CheckReferences();
// Set the game's initial internal state.
GameData::FinishLoading();
player.LoadRecent();
// All sprites with collision masks should also have their 1x scaled versions, so create
// any additional scaled masks from the default one.
GameData::GetMaskManager().ScaleMasks();
GetUI()->Pop(this);
if(conversation.IsEmpty())
{
GetUI()->Push(new MenuPanel(player, gamePanels));
GetUI()->Push(new MenuAnimationPanel());
}
else
{
GetUI()->Push(new MenuAnimationPanel());
auto *talk = new ConversationPanel(player, conversation);
UI *ui = GetUI();
talk->SetCallback([ui](int response) { ui->Quit(); });
GetUI()->Push(talk);
}
finishedLoading = true;
}
}
void GameLoadingPanel::Draw()
{
glClear(GL_COLOR_BUFFER_BIT);
GameData::Background().Draw(Point());
GameData::DrawMenuBackground(this);
// Draw the loading circle.
Angle da(ANGLE_OFFSET);
Angle a(0.);
PointerShader::Bind();
for(int i = 0; i < progress; ++i)
{
PointerShader::Add(Point(), a.Unit(), 8.f, 20.f, 140.f, Color(.5f, 0.f));
a += da;
}
PointerShader::Unbind();
}
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