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.

This commit is contained in:
2015-10-22 14:51:34 +02:00
parent 17c30ff610
commit d0ee438c4c
8 changed files with 189 additions and 151 deletions
+13 -43
View File
@@ -3,11 +3,11 @@
#include "Core/ResourceManager.h"
#include "Game/GUI/StoryboardFrame.h"
#include "Game/GUI/ELoadingFrameComplete.h"
#include "Game/GUI/LoadingFrame.h"
#include "Game/EGameStart.h"
#include "Core/EKeyDown.h"
#include "Game/GUI/HUD.h"
#include "Sound/EPlaySound.h"
#include "Sound/EStopSound.h"
namespace dd
{
@@ -20,37 +20,8 @@ public:
Story1(Frame* parent, std::string name)
: StoryboardFrame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_ELoadingFrameComplete, &Story1::OnLoadingFrameComplete);
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Story1::OnKeyDown);
m_LoadingFrame = new GUI::LoadingFrame(this, "Story1LoadingFrame");
m_LoadingFrame->SetTexture("Textures/GUI/Loading.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn1.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn2.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn3.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn4.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn5.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene1.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene2.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene3.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene4.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene5.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene6.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene7.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene8.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene9.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene10.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene11.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene12.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene13.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene14.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene15.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene16.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene17.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene18.png");
m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene19.png");
m_LoadingFrame->Preload();
m_Spacebar = new TextureFrame(this, "ZZZSpacebar");
m_Spacebar->SetTexture("Textures/GUI/SpacebarSkip.png");
m_Spacebar->SetRight(Right() - 10);
@@ -196,6 +167,14 @@ public:
AddTransition(t);
}
virtual void Play() override
{
StoryboardFrame::Play();
Events::PlaySound se;
se.FilePath = "Sounds/jap-story.wav";
EventBroker->Publish(se);
}
void Update(double dt) override
{
StoryboardFrame::Update(dt);
@@ -209,7 +188,6 @@ public:
}
private:
GUI::LoadingFrame* m_LoadingFrame = nullptr;
TextureFrame* m_Spacebar = nullptr;
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
@@ -220,25 +198,17 @@ private:
}
if (event.KeyCode == GLFW_KEY_SPACE) {
m_LoadingFrame->CancelPreload();
Events::GameStart e;
EventBroker->Publish(e);
Events::StopSound se;
se.FilePath = "Sounds/jap-story.wav";
EventBroker->Publish(se);
Hide();
auto hud = new GUI::HUD(BaseFrame, "HUD");
}
return true;
}
EventRelay<Frame, Events::LoadingFrameComplete> m_ELoadingFrameComplete;
bool OnLoadingFrameComplete(const Events::LoadingFrameComplete& event)
{
if (event.FrameName == "Story1LoadingFrame") {
event.Frame->Hide();
m_Spacebar->Hide();
Play();
}
return true;
}
};
}