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Merge pull request #525 from lubosz/loading-screen
Loading screen: Be more verbose about what is happening.
This commit is contained in:
commit
12464024f0
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@ -292,6 +292,9 @@ int main(int argc, char* argv[])
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MameNames::init();
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window.pushGui(ViewController::get());
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bool splashScreen = Settings::getInstance()->getBool("SplashScreen");
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bool splashScreenProgress = Settings::getInstance()->getBool("SplashScreenProgress");
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if(!scrape_cmdline)
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{
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if(!window.init())
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@ -303,8 +306,13 @@ int main(int argc, char* argv[])
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std::string glExts = (const char*)glGetString(GL_EXTENSIONS);
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LOG(LogInfo) << "Checking available OpenGL extensions...";
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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
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if(Settings::getInstance()->getBool("SplashScreen"))
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window.renderLoadingScreen();
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if(splashScreen)
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{
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std::string progressText = "Loading...";
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if (splashScreenProgress)
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progressText = "Loading system config...";
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window.renderLoadingScreen(progressText);
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}
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}
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const char* errorMsg = NULL;
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@ -342,6 +350,9 @@ int main(int argc, char* argv[])
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// this makes for no delays when accessing content, but a longer startup time
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ViewController::get()->preload();
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if(splashScreen && splashScreenProgress)
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window.renderLoadingScreen("Done.");
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//choose which GUI to open depending on if an input configuration already exists
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if(errorMsg == NULL)
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{
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@ -65,7 +65,7 @@ void ViewController::goToStart()
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void ViewController::ReloadAndGoToStart()
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{
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mWindow->renderLoadingScreen();
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mWindow->renderLoadingScreen("Loading...");
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ViewController::get()->reloadAll();
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ViewController::get()->goToStart();
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}
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@ -429,8 +429,19 @@ void ViewController::render(const Transform4x4f& parentTrans)
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void ViewController::preload()
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{
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uint32_t i = 0;
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for(auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend(); it++)
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{
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if(Settings::getInstance()->getBool("SplashScreen") &&
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Settings::getInstance()->getBool("SplashScreenProgress"))
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{
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i++;
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char buffer[100];
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sprintf (buffer, "Loading '%s' (%d/%d)",
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(*it)->getFullName().c_str(), i, SystemData::sSystemVector.size());
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mWindow->renderLoadingScreen(std::string(buffer));
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}
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(*it)->getIndex()->resetFilters();
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getGameListView(*it);
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}
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@ -22,6 +22,7 @@ std::vector<const char*> settings_dont_save {
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{ "HideConsole" },
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{ "ShowExit" },
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{ "SplashScreen" },
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{ "SplashScreenProgress" },
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{ "VSync" },
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{ "Windowed" },
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{ "WindowWidth" },
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@ -60,6 +61,7 @@ void Settings::setDefaults()
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mBoolMap["ShowExit"] = true;
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mBoolMap["Windowed"] = false;
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mBoolMap["SplashScreen"] = true;
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mBoolMap["SplashScreenProgress"] = true;
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mStringMap["StartupSystem"] = "";
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mBoolMap["VSync"] = true;
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@ -298,7 +298,7 @@ void Window::setAllowSleep(bool sleep)
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mAllowSleep = sleep;
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}
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void Window::renderLoadingScreen()
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void Window::renderLoadingScreen(std::string text)
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{
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Transform4x4f trans = Transform4x4f::Identity();
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Renderer::setMatrix(trans);
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@ -311,9 +311,11 @@ void Window::renderLoadingScreen()
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splash.render(trans);
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auto& font = mDefaultFonts.at(1);
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TextCache* cache = font->buildTextCache("LOADING...", 0, 0, 0x656565FF);
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trans = trans.translate(Vector3f(Math::round((Renderer::getScreenWidth() - cache->metrics.size.x()) / 2.0f),
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Math::round(Renderer::getScreenHeight() * 0.835f), 0.0f));
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TextCache* cache = font->buildTextCache(text, 0, 0, 0x656565FF);
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float x = Math::round((Renderer::getScreenWidth() - cache->metrics.size.x()) / 2.0f);
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float y = Math::round(Renderer::getScreenHeight() * 0.835f);
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trans = trans.translate(Vector3f(x, y, 0.0f));
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Renderer::setMatrix(trans);
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font->renderTextCache(cache);
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delete cache;
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@ -63,7 +63,7 @@ public:
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bool getAllowSleep();
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void setAllowSleep(bool sleep);
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void renderLoadingScreen();
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void renderLoadingScreen(std::string text);
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void renderHelpPromptsEarly(); // used to render HelpPrompts before a fade
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void setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style);
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