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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+13
-43
@@ -3,11 +3,11 @@
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#include "Core/ResourceManager.h"
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#include "Game/GUI/StoryboardFrame.h"
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#include "Game/GUI/ELoadingFrameComplete.h"
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#include "Game/GUI/LoadingFrame.h"
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#include "Game/EGameStart.h"
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#include "Core/EKeyDown.h"
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#include "Game/GUI/HUD.h"
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#include "Sound/EPlaySound.h"
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#include "Sound/EStopSound.h"
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namespace dd
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{
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@@ -20,37 +20,8 @@ public:
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Story1(Frame* parent, std::string name)
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: StoryboardFrame(parent, name)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ELoadingFrameComplete, &Story1::OnLoadingFrameComplete);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Story1::OnKeyDown);
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m_LoadingFrame = new GUI::LoadingFrame(this, "Story1LoadingFrame");
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m_LoadingFrame->SetTexture("Textures/GUI/Loading.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn1.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn2.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn3.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn4.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn5.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene1.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene2.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene3.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene4.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene5.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene6.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene7.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene8.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene9.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene10.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene11.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene12.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene13.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene14.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene15.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene16.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene17.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene18.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene19.png");
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m_LoadingFrame->Preload();
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m_Spacebar = new TextureFrame(this, "ZZZSpacebar");
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m_Spacebar->SetTexture("Textures/GUI/SpacebarSkip.png");
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m_Spacebar->SetRight(Right() - 10);
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@@ -196,6 +167,14 @@ public:
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AddTransition(t);
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}
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virtual void Play() override
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{
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StoryboardFrame::Play();
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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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void Update(double dt) override
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{
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StoryboardFrame::Update(dt);
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@@ -209,7 +188,6 @@ public:
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}
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private:
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GUI::LoadingFrame* m_LoadingFrame = nullptr;
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TextureFrame* m_Spacebar = nullptr;
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EventRelay<Frame, Events::KeyDown> m_EKeyDown;
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@@ -220,25 +198,17 @@ private:
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}
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if (event.KeyCode == GLFW_KEY_SPACE) {
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m_LoadingFrame->CancelPreload();
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Events::GameStart e;
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EventBroker->Publish(e);
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Events::StopSound se;
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se.FilePath = "Sounds/jap-story.wav";
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EventBroker->Publish(se);
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Hide();
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auto hud = new GUI::HUD(BaseFrame, "HUD");
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}
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return true;
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}
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EventRelay<Frame, Events::LoadingFrameComplete> m_ELoadingFrameComplete;
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bool OnLoadingFrameComplete(const Events::LoadingFrameComplete& event)
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{
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if (event.FrameName == "Story1LoadingFrame") {
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event.Frame->Hide();
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m_Spacebar->Hide();
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Play();
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}
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return true;
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}
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};
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}
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