Loading screen that preloads the entire game based on what's in the "PreloadResources" file. The file is filled automatically with resources that are hot-loaded to make the next launch load more complete.
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@@ -5,7 +5,6 @@
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#include "GUI/Slider.h"
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#include "Core/ResourceManager.h"
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#include "Game/GUI/ELoadingFrameComplete.h"
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#include "Sound/EPlaySound.h"
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namespace dd
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{
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@@ -29,9 +28,9 @@ public:
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m_Slider->X = Width / 2.f - m_Slider->Width / 2.f;
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}
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void AddTexturePreload(std::string resourceName)
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void AddResource(std::string resourceType, std::string resourceName)
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{
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m_Items.push_back(resourceName);
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m_Preload.push_back(std::make_pair(resourceType, resourceName));
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}
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void Preload()
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@@ -48,18 +47,15 @@ public:
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void Update(double dt) override
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{
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if (m_Preloading) {
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ResourceManager::Preload<dd::Texture>(m_Items[m_CurrentItem]);
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m_Slider->SetPercentage((m_CurrentItem + 1) / (float)m_Items.size());
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ResourceManager::Preload(m_Preload[m_CurrentItem].first, m_Preload[m_CurrentItem].second);
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m_Slider->SetPercentage((m_CurrentItem + 1) / (float)m_Preload.size());
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m_CurrentItem++;
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if (m_CurrentItem >= m_Items.size()) {
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if (m_CurrentItem >= m_Preload.size()) {
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m_Preloading = false;
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dd::Events::LoadingFrameComplete e;
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e.FrameName = Name();
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e.Frame = this;
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EventBroker->Publish(e);
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Events::PlaySound se;
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se.FilePath = "Sounds/jap-story.wav";
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EventBroker->Publish(se);
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}
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}
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}
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@@ -67,7 +63,7 @@ public:
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private:
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bool m_Preloading = false;
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int m_CurrentItem = 0;
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std::vector<std::string> m_Items;
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std::vector<std::pair<std::string, std::string>> m_Preload;
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GUI::Slider* m_Slider = nullptr;
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};
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