567 lines
17 KiB
C++
567 lines
17 KiB
C++
//===========================================================================
|
|
// Copyright (C) 2000 Radical Entertainment Ltd. All rights reserved.
|
|
//
|
|
// Component: CGuiScreenLoadingFE
|
|
//
|
|
// Description: Implementation of the CGuiScreenLoadingFE class.
|
|
//
|
|
// Authors: Tony Chu
|
|
//
|
|
// Revisions Date Author Revision
|
|
// 2002/07/23 TChu Created for SRR2
|
|
//
|
|
//===========================================================================
|
|
|
|
//===========================================================================
|
|
// Includes
|
|
//===========================================================================
|
|
#include <presentation/gui/backend/guiscreenloadingfe.h>
|
|
#include <presentation/gui/backend/guiloadingbar.h>
|
|
#include <presentation/gui/utility/specialfx.h>
|
|
|
|
#include <gameflow/gameflow.h>
|
|
#include <memory/createheap.h>
|
|
#include <memory/memoryutilities.h>
|
|
#include <render/rendermanager/rendermanager.h>
|
|
#include <render/rendermanager/renderlayer.h>
|
|
#include <sound/soundmanager.h>
|
|
|
|
#include <p3d/drawable.hpp>
|
|
#include <p3d/camera.hpp>
|
|
#include <p3d/anim/multicontroller.hpp>
|
|
|
|
#include <raddebug.hpp> // Foundation
|
|
#include <screen.h>
|
|
#include <layer.h>
|
|
#include <page.h>
|
|
#include <group.h>
|
|
#include <text.h>
|
|
#include <sprite.h>
|
|
#include <polygon.h>
|
|
#include <pure3dobject.h>
|
|
|
|
//===========================================================================
|
|
// Global Data, Local Data, Local Classes
|
|
//===========================================================================
|
|
|
|
#define ENABLE_DYNA_LOADED_RESOURCES
|
|
//#define LOADING_BAR_FE_EXPLOSION
|
|
|
|
#ifdef ENABLE_DYNA_LOADED_RESOURCES
|
|
const char* LOADING_FE_PURE3D_FILE = "art\\frontend\\scrooby\\resource\\pure3d\\loading.p3d";
|
|
const char* LOADING_FE_INVENTORY = "LoadingFEScreen";
|
|
|
|
const char* LOADING_FE_DRAWABLE = "loading_screen";
|
|
const char* LOADING_FE_CAMERA = "loading_screen_cameraShape";
|
|
const char* LOADING_FE_MULTICONTROLLER = "loading_screen_MasterController";
|
|
#endif
|
|
|
|
//===========================================================================
|
|
// Public Member Functions
|
|
//===========================================================================
|
|
|
|
//===========================================================================
|
|
// CGuiScreenLoadingFE::CGuiScreenLoadingFE
|
|
//===========================================================================
|
|
// Description: Constructor.
|
|
//
|
|
// Constraints: None.
|
|
//
|
|
// Parameters: None.
|
|
//
|
|
// Return: N/A.
|
|
//
|
|
//===========================================================================
|
|
CGuiScreenLoadingFE::CGuiScreenLoadingFE
|
|
(
|
|
Scrooby::Screen* pScreen,
|
|
CGuiEntity* pParent
|
|
)
|
|
: CGuiScreen( pScreen, pParent, GUI_SCREEN_ID_LOADING_FE ),
|
|
m_loadingText( NULL ),
|
|
m_itchyAndScratchy( NULL ),
|
|
m_elapsedTime( 0 ),
|
|
m_loadingBarGroup( NULL ),
|
|
m_currentMemoryUsage( 0.0f ),
|
|
m_startingMemoryAvailable( 0 ),
|
|
m_elapsedFireTime( 0 ),
|
|
m_explosionLayer( NULL ),
|
|
m_explosion( NULL ),
|
|
m_elapsedExplosionTime( 0 )
|
|
{
|
|
// Retrieve the Scrooby drawing elements.
|
|
//
|
|
Scrooby::Page* pPage = m_pScroobyScreen->GetPage( "LoadingFE" );
|
|
rAssert( pPage != NULL );
|
|
|
|
Scrooby::Layer* foreground = pPage->GetLayer( "Foreground" );
|
|
Scrooby::Layer* background = pPage->GetLayer( "Background" );
|
|
|
|
m_loadingText = foreground->GetText( "Loading" );
|
|
rAssert( m_loadingText != NULL );
|
|
|
|
m_itchyAndScratchy = background->GetPure3dObject( "Loading" );
|
|
if( m_itchyAndScratchy != NULL )
|
|
{
|
|
m_itchyAndScratchy->SetDrawable( NULL );
|
|
m_itchyAndScratchy->SetCamera( NULL );
|
|
m_itchyAndScratchy->SetMultiController( NULL );
|
|
|
|
m_itchyAndScratchy->SetClearDepthBuffer( true );
|
|
}
|
|
|
|
// get loading bar
|
|
//
|
|
m_loadingBarGroup = pPage->GetGroup( "LoadingBar" );
|
|
rAssert( m_loadingBarGroup != NULL );
|
|
m_loadingBar.m_type = Slider::HORIZONTAL_SLIDER_RIGHT;
|
|
m_loadingBar.SetScroobyPolygon( m_loadingBarGroup->GetPolygon( "Wick" ),
|
|
m_loadingBarGroup->GetSprite( "Fire" ) );
|
|
|
|
// get explosion overlay (from Explosion.pag)
|
|
//
|
|
pPage = m_pScroobyScreen->GetPage( "Explosion" );
|
|
if( pPage != NULL )
|
|
{
|
|
m_explosionLayer = pPage->GetLayer( "Explosion" );
|
|
rAssert( m_explosionLayer != NULL );
|
|
|
|
m_explosion = m_explosionLayer->GetPolygon( "Explosion0" );
|
|
rAssert( m_explosion != NULL );
|
|
}
|
|
|
|
#ifdef ENABLE_DYNA_LOADED_RESOURCES
|
|
p3d::inventory->AddSection( LOADING_FE_INVENTORY );
|
|
#endif
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
// CGuiScreenLoadingFE::~CGuiScreenLoadingFE
|
|
//===========================================================================
|
|
// Description: Destructor.
|
|
//
|
|
// Constraints: None.
|
|
//
|
|
// Parameters: None.
|
|
//
|
|
// Return: N/A.
|
|
//
|
|
//===========================================================================
|
|
CGuiScreenLoadingFE::~CGuiScreenLoadingFE()
|
|
{
|
|
#ifdef ENABLE_DYNA_LOADED_RESOURCES
|
|
p3d::inventory->DeleteSection( LOADING_FE_INVENTORY );
|
|
#endif
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
// CGuiScreenLoadingFE::HandleMessage
|
|
//===========================================================================
|
|
// Description:
|
|
//
|
|
// Constraints: None.
|
|
//
|
|
// Parameters: None.
|
|
//
|
|
// Return: N/A.
|
|
//
|
|
//===========================================================================
|
|
void CGuiScreenLoadingFE::HandleMessage
|
|
(
|
|
eGuiMessage message,
|
|
unsigned int param1,
|
|
unsigned int param2
|
|
)
|
|
{
|
|
switch( message )
|
|
{
|
|
case GUI_MSG_UPDATE:
|
|
{
|
|
// update loading text
|
|
//
|
|
const unsigned int LOADING_TEXT_LOOP_TIME = 500; // in msec
|
|
m_elapsedTime += param1;
|
|
if( m_elapsedTime > LOADING_TEXT_LOOP_TIME )
|
|
{
|
|
rAssert( m_loadingText != NULL );
|
|
int nextIndex = (m_loadingText->GetIndex() + 1) % m_loadingText->GetNumOfStrings();
|
|
m_loadingText->SetIndex( nextIndex );
|
|
|
|
m_elapsedTime %= LOADING_TEXT_LOOP_TIME;
|
|
}
|
|
|
|
ContextEnum currentContext = GetGameFlow()->GetCurrentContext();
|
|
if( currentContext == CONTEXT_FRONTEND ||
|
|
currentContext == CONTEXT_LOADING_DEMO ||
|
|
currentContext == CONTEXT_LOADING_SUPERSPRINT ||
|
|
currentContext == CONTEXT_LOADING_GAMEPLAY )
|
|
{
|
|
// update loading bar
|
|
//
|
|
rAssert( m_loadingBarGroup != NULL );
|
|
m_loadingBarGroup->SetVisible( true );
|
|
|
|
float newMemoryUsage = this->GetCurrentMemoryUsage( currentContext );
|
|
|
|
// don't allow loading bar to go backwards
|
|
//
|
|
if( newMemoryUsage > m_currentMemoryUsage )
|
|
{
|
|
m_currentMemoryUsage = newMemoryUsage;
|
|
|
|
if( m_currentMemoryUsage < 1.0f )
|
|
{
|
|
m_loadingBar.SetValue( 1.0f - m_currentMemoryUsage );
|
|
}
|
|
else
|
|
{
|
|
#ifdef LOADING_BAR_FE_EXPLOSION
|
|
if( m_explosionLayer != NULL && m_explosion != NULL )
|
|
{
|
|
m_explosionLayer->SetVisible( true );
|
|
|
|
m_elapsedExplosionTime += param1;
|
|
/*
|
|
float explosionScale = EXPLOSION_SCALE_START + m_elapsedExplosionTime / 1000.0f * EXPLOSION_SCALE_RATE;
|
|
m_explosion->ResetTransformation();
|
|
m_explosion->ScaleAboutCenter( explosionScale );
|
|
*/
|
|
const unsigned int EXPLOSION_FLICKER_PERIOD = 50;
|
|
bool isBlinked = GuiSFX::Blink( m_explosion,
|
|
(float)m_elapsedExplosionTime,
|
|
(float)EXPLOSION_FLICKER_PERIOD );
|
|
|
|
if( isBlinked )
|
|
{
|
|
m_elapsedExplosionTime %= EXPLOSION_FLICKER_PERIOD;
|
|
}
|
|
/*
|
|
tColour currentColour;
|
|
GuiSFX::ModulateColour( ¤tColour,
|
|
(float)m_elapsedExplosionTime,
|
|
100.0f,
|
|
tColour( 255, 255, 0 ),
|
|
tColour( 255, 0, 0 ) );
|
|
|
|
for( int i = 0; i < m_explosion->GetNumOfVertexes(); i++ )
|
|
{
|
|
m_explosion->SetVertexColour( i, currentColour );
|
|
}
|
|
*/
|
|
}
|
|
#else
|
|
#ifndef RAD_DEBUG
|
|
rReleaseWarningMsg( false, "Current memory usage for loading bar exceeds 100%!" );
|
|
#endif
|
|
#endif // LOADING_BAR_FE_EXPLOSION
|
|
}
|
|
}
|
|
|
|
// flicker loading bar flame
|
|
//
|
|
const unsigned int LOADING_BAR_FIRE_TIME = 50; // in msec
|
|
m_elapsedFireTime += param1;
|
|
if( m_elapsedFireTime > LOADING_BAR_FIRE_TIME )
|
|
{
|
|
rAssert( m_loadingBar.m_pImage != NULL );
|
|
m_loadingBar.m_pImage->SetIndex( 1 - m_loadingBar.m_pImage->GetIndex() );
|
|
|
|
m_elapsedFireTime %= LOADING_BAR_FIRE_TIME;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case GUI_MSG_LOAD_RESOURCES:
|
|
{
|
|
this->LoadResources();
|
|
|
|
#ifdef RAD_XBOX
|
|
m_startingMemoryAvailable = Memory::GetTotalMemoryFree();
|
|
#else
|
|
m_startingMemoryAvailable = GetTotalMemoryFreeInAllHeaps();
|
|
#endif
|
|
rReleasePrintf( "Starting Memory Available = %.2f MB\n", (float)m_startingMemoryAvailable / MB );
|
|
|
|
#ifdef RAD_WIN32
|
|
GetLoadingManager()->ResetRequestsProcessed();
|
|
#endif
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Propogate the message up the hierarchy.
|
|
//
|
|
CGuiScreen::HandleMessage( message, param1, param2 );
|
|
}
|
|
|
|
void
|
|
CGuiScreenLoadingFE::LoadResources()
|
|
{
|
|
#ifdef ENABLE_DYNA_LOADED_RESOURCES
|
|
if( m_itchyAndScratchy != NULL )
|
|
{
|
|
m_itchyAndScratchy->SetDrawable( NULL );
|
|
}
|
|
|
|
GameMemoryAllocator heapAllocator = GMA_DEFAULT;
|
|
|
|
ContextEnum nextContext = GetGameFlow()->GetNextContext();
|
|
switch( nextContext )
|
|
{
|
|
case CONTEXT_FRONTEND:
|
|
{
|
|
heapAllocator = GMA_LEVEL_MOVIE;
|
|
|
|
break;
|
|
}
|
|
case CONTEXT_LOADING_GAMEPLAY:
|
|
case CONTEXT_LOADING_DEMO:
|
|
{
|
|
heapAllocator = GMA_LEVEL_OTHER;
|
|
|
|
break;
|
|
}
|
|
case CONTEXT_LOADING_SUPERSPRINT:
|
|
case CONTEXT_SUPERSPRINT_FE:
|
|
{
|
|
heapAllocator = GMA_LEVEL_HUD;
|
|
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
rAssert( heapAllocator != GMA_DEFAULT );
|
|
|
|
GetLoadingManager()->AddRequest( FILEHANDLER_PURE3D,
|
|
LOADING_FE_PURE3D_FILE,
|
|
heapAllocator,
|
|
LOADING_FE_INVENTORY,
|
|
LOADING_FE_INVENTORY,
|
|
this );
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CGuiScreenLoadingFE::OnProcessRequestsComplete( void* pUserData )
|
|
{
|
|
if( m_itchyAndScratchy != NULL )
|
|
{
|
|
// push and select inventory section for searching
|
|
//
|
|
p3d::inventory->PushSection();
|
|
p3d::inventory->SelectSection( LOADING_FE_INVENTORY );
|
|
bool currentSectionOnly = p3d::inventory->GetCurrentSectionOnly();
|
|
p3d::inventory->SetCurrentSectionOnly( true );
|
|
|
|
// search for drawable, camera, and multicontroller, and assign
|
|
// them to the itchy & scratchy pure3d object
|
|
//
|
|
tDrawable* drawable = p3d::find<tDrawable>( LOADING_FE_DRAWABLE );
|
|
m_itchyAndScratchy->SetDrawable( drawable );
|
|
|
|
tCamera* camera = p3d::find<tCamera>( LOADING_FE_CAMERA );
|
|
m_itchyAndScratchy->SetCamera( camera );
|
|
|
|
tMultiController* multiController = p3d::find<tMultiController>( LOADING_FE_MULTICONTROLLER );
|
|
m_itchyAndScratchy->SetMultiController( multiController );
|
|
|
|
// pop inventory section and restore states
|
|
//
|
|
p3d::inventory->SetCurrentSectionOnly( currentSectionOnly );
|
|
p3d::inventory->PopSection();
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
// CGuiScreenLoadingFE::InitIntro
|
|
//===========================================================================
|
|
// Description:
|
|
//
|
|
// Constraints: None.
|
|
//
|
|
// Parameters: None.
|
|
//
|
|
// Return: N/A.
|
|
//
|
|
//===========================================================================
|
|
void CGuiScreenLoadingFE::InitIntro()
|
|
{
|
|
RenderLayer* levelLayer = GetRenderManager()->mpLayer( RenderEnums::LevelSlot );
|
|
if( levelLayer != NULL )
|
|
{
|
|
levelLayer->Freeze();
|
|
}
|
|
|
|
m_loadingBar.SetValue( 1.0f );
|
|
|
|
// reset current memory usage
|
|
//
|
|
m_currentMemoryUsage = 0.0f;
|
|
|
|
// hide loading bar by default
|
|
//
|
|
rAssert( m_loadingBarGroup != NULL );
|
|
m_loadingBarGroup->SetVisible( false );
|
|
|
|
// hide explosion overlay
|
|
//
|
|
if( m_explosionLayer != NULL && m_explosion != NULL )
|
|
{
|
|
m_explosionLayer->SetVisible( false );
|
|
m_explosion->SetVisible( true );
|
|
|
|
m_elapsedExplosionTime = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
// CGuiScreenLoadingFE::InitRunning
|
|
//===========================================================================
|
|
// Description:
|
|
//
|
|
// Constraints: None.
|
|
//
|
|
// Parameters: None.
|
|
//
|
|
// Return: N/A.
|
|
//
|
|
//===========================================================================
|
|
void CGuiScreenLoadingFE::InitRunning()
|
|
{
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
// CGuiScreenLoadingFE::InitOutro
|
|
//===========================================================================
|
|
// Description:
|
|
//
|
|
// Constraints: None.
|
|
//
|
|
// Parameters: None.
|
|
//
|
|
// Return: N/A.
|
|
//
|
|
//===========================================================================
|
|
void CGuiScreenLoadingFE::InitOutro()
|
|
{
|
|
RenderLayer* levelLayer = GetRenderManager()->mpLayer( RenderEnums::LevelSlot );
|
|
if( levelLayer != NULL && levelLayer->IsFrozen() )
|
|
{
|
|
levelLayer->Thaw();
|
|
}
|
|
|
|
#ifdef ENABLE_DYNA_LOADED_RESOURCES
|
|
p3d::pddi->DrawSync();
|
|
|
|
if( m_itchyAndScratchy != NULL )
|
|
{
|
|
m_itchyAndScratchy->SetDrawable( NULL );
|
|
m_itchyAndScratchy->SetCamera( NULL );
|
|
m_itchyAndScratchy->SetMultiController( NULL );
|
|
}
|
|
|
|
p3d::inventory->RemoveSectionElements( LOADING_FE_INVENTORY );
|
|
#endif
|
|
|
|
rReleasePrintf( "Final memory usage value for loading bar = %.3f\n", m_currentMemoryUsage );
|
|
m_loadingBar.SetValue( 0.0f );
|
|
|
|
// reset loading text animation
|
|
//
|
|
m_elapsedTime = 0;
|
|
rAssert( m_loadingText != NULL );
|
|
m_loadingText->SetIndex( 0 );
|
|
|
|
m_elapsedFireTime = 0;
|
|
|
|
GetSoundManager()->ResetDucking();
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------
|
|
// Private Functions
|
|
//---------------------------------------------------------------------
|
|
|
|
float
|
|
CGuiScreenLoadingFE::GetCurrentMemoryUsage( ContextEnum currentContext ) const
|
|
{
|
|
float currentMemoryUsage = 0.0f;
|
|
|
|
#ifdef RAD_XBOX
|
|
int totalMemoryFree = Memory::GetTotalMemoryFree();
|
|
#else
|
|
int totalMemoryFree = GetTotalMemoryFreeInAllHeaps();
|
|
#endif
|
|
|
|
if( totalMemoryFree > 0 )
|
|
{
|
|
switch( currentContext )
|
|
{
|
|
case CONTEXT_LOADING_GAMEPLAY:
|
|
{
|
|
currentMemoryUsage = (m_startingMemoryAvailable - totalMemoryFree) / TOTAL_INGAME_MEMORY_USAGE;
|
|
|
|
break;
|
|
}
|
|
case CONTEXT_LOADING_DEMO:
|
|
{
|
|
currentMemoryUsage = (m_startingMemoryAvailable - totalMemoryFree) / TOTAL_DEMO_MEMORY_USAGE;
|
|
|
|
break;
|
|
}
|
|
case CONTEXT_LOADING_SUPERSPRINT:
|
|
{
|
|
#ifndef RAD_WIN32
|
|
currentMemoryUsage = (m_startingMemoryAvailable - totalMemoryFree) / TOTAL_SUPERSPRINT_MEMORY_USAGE;
|
|
#else
|
|
// this sucks but i just want to finish it.
|
|
float memUsage = float( GetLoadingManager()->GetNumRequestsProcessed() ) / TOTAL_SUPERSPRINT_FILES;
|
|
currentMemoryUsage = m_currentMemoryUsage;
|
|
if( memUsage - currentMemoryUsage < LOAD_MIN_SPEED )
|
|
{
|
|
currentMemoryUsage = memUsage;
|
|
}
|
|
else
|
|
{
|
|
float delta = (memUsage - currentMemoryUsage) / LOAD_BLEND_FACTOR;
|
|
currentMemoryUsage += delta > LOAD_MIN_SPEED ? delta : LOAD_MIN_SPEED;
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
case CONTEXT_FRONTEND:
|
|
{
|
|
currentMemoryUsage = (m_startingMemoryAvailable - totalMemoryFree) / TOTAL_FE_MEMORY_USAGE;
|
|
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
rWarningMsg( false, "Invalid context!" );
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rWarningMsg( false, "Why is total memory free negative??" );
|
|
}
|
|
|
|
return currentMemoryUsage;
|
|
}
|
|
|