Improve game loading progress bar
parent
bb8d62e5cb
commit
a753919454
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@ -617,56 +617,73 @@ void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
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else
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{
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driver->beginScene(true, true, video::SColor(255, 0, 0, 0));
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video::ITexture *background_image = driver->getTexture((porting::path_share + "/textures/base/bg.png").c_str());
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video::ITexture *background_image = tsrc->getTexture("bg.png");
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driver->draw2DImage(background_image,
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irr::core::rect<s32>(0, 0, screensize.X * 3, screensize.Y * 3),
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irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
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}
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// draw progress bar
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if ((percent >= 0) && (percent <= 100))
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{
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// rects to be painted with the bar color
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const static core::rect<s32> rects[] = {
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core::rect<s32>( 8, 11, 16, 53),
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core::rect<s32>( 16, 5, 496, 59),
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core::rect<s32>(496, 11, 504, 53),
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};
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static video::ITexture *progress_img_bg = NULL, *progress_img_o = NULL;
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if (progress_img_bg == NULL) {
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// IMPORTANT: the texture must be scaled to npot2 for Android beforehand
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progress_img_bg = driver->getTexture((porting::path_share + "/textures/base/progress_bar_bg.png").c_str());
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progress_img_o = driver->getTexture((porting::path_share + "/textures/base/progress_bar_overlay.png").c_str());
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}
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if ((percent >= 0) && (percent <= 100)) {
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video::ITexture *progress_img = tsrc->getTexture("progress_bar.png");
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video::ITexture *progress_img_bg = tsrc->getTexture("progress_bar_bg.png");
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const core::dimension2d<u32> &img_size = progress_img_bg->getSize();
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u32 imgW = MYMAX(208, img_size.Width);
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u32 imgH = MYMAX(24, img_size.Height);
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v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2);
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if (progress_img && progress_img_bg) {
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const core::dimension2d<u32> &img_size = progress_img_bg->getSize();
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#ifndef __ANDROID__
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u32 imgW = rangelim(img_size.Width, 256, 1024);
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u32 imgH = rangelim(img_size.Height, 32, 128);
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float imgR = 1.0f;
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#else
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float imgRatio = (float) img_size.Height / img_size.Width;
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u32 imgW = screensize.X / 2.2f;
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u32 imgH = floor(imgW * imgRatio);
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float imgR = (float) (imgW) / img_size.Width;
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#endif
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v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2);
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draw2DImageFilterScaled(
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driver, progress_img_bg,
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core::rect<s32>(img_pos.X, img_pos.Y, img_pos.X + imgW, img_pos.Y + imgH),
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core::rect<s32>(0, 0, img_size.Width, img_size.Height),
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0, 0, true);
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for (u32 i = 0; i < ARRLEN(rects); i++) {
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const s32 clipx = (percent * img_size.Width) / 100;
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core::rect<s32> r(
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MYMIN(rects[i].UpperLeftCorner.X, clipx), rects[i].UpperLeftCorner.Y,
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MYMIN(rects[i].LowerRightCorner.X, clipx), rects[i].LowerRightCorner.Y
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);
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if (r.getArea() <= 0)
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continue;
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driver->draw2DRectangle(
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video::SColor(255, 255 - percent * 2, percent * 2, 48),
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r + img_pos, NULL);
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draw2DImageFilterScaled(
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driver, progress_img_bg,
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core::rect<s32>(img_pos.X,
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img_pos.Y,
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img_pos.X + imgW,
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img_pos.Y + imgH),
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core::rect<s32>(0, 0,
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img_size.Width,
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img_size.Height),
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0, 0, true);
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// rects to be painted with the bar color
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const static core::rect<s32> rects[] = {
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core::rect<s32>( 8, 11, 16, 53),
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core::rect<s32>( 16, 5, 496, 59),
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core::rect<s32>(496, 11, 504, 53),
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};
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for (const auto & i : rects) {
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const s32 clipx = (percent * imgW) / 100;
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core::rect<s32> r(
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MYMIN(i.UpperLeftCorner.X * imgR, clipx), i.UpperLeftCorner.Y * imgR,
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MYMIN(i.LowerRightCorner.X * imgR, clipx), i.LowerRightCorner.Y * imgR
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);
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if (r.getArea() <= 0)
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continue;
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driver->draw2DRectangle(
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video::SColor(255, 255 - percent * 2, percent * 2, 48),
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r + img_pos, nullptr);
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}
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draw2DImageFilterScaled(
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driver, progress_img,
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core::rect<s32>(img_pos.X,
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img_pos.Y,
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img_pos.X + (percent * imgW) / 100,
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img_pos.Y + imgH),
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core::rect<s32>(0, 0,
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(percent * img_size.Width) / 100,
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img_size.Height),
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0, 0, true);
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}
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draw2DImageFilterScaled(
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driver, progress_img_o,
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core::rect<s32>(img_pos.X, img_pos.Y,
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img_pos.X + (percent * imgW) / 100, img_pos.Y + imgH),
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core::rect<s32>(0, 0, ((percent * img_size.Width) / 100), img_size.Height),
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0, 0, true); // the actual progress
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}
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guienv->drawAll();
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Before Width: | Height: | Size: 161 B After Width: | Height: | Size: 161 B |
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