R_Mesh_Finish();
}
-void SCR_UpdateLoadingScreen (qboolean clear)
+typedef struct loadingscreenstack_s
+{
+ struct loadingscreenstack_s *prev;
+ char msg[MAX_QPATH];
+ float absolute_loading_amount_min; // this corresponds to relative completion 0 of this item
+ float absolute_loading_amount_len; // this corresponds to relative completion 1 of this item
+ float relative_completion; // 0 .. 1
+}
+loadingscreenstack_t;
+static loadingscreenstack_t *loadingscreenstack = NULL;
+static double loadingscreentime = -1;
+static qboolean loadingscreencleared = false;
+static float loadingscreenheight = 0;
+
+void SCR_PushLoadingScreen (qboolean redraw, const char *msg, float len_in_parent)
+{
+ loadingscreenstack_t *s = (loadingscreenstack_t *) Z_Malloc(sizeof(loadingscreenstack_t));
+ s->prev = loadingscreenstack;
+ loadingscreenstack = s;
+
+ strlcpy(s->msg, msg, sizeof(s->msg));
+ s->relative_completion = 0;
+
+ if(s->prev)
+ {
+ s->absolute_loading_amount_min = s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len * s->prev->relative_completion;
+ s->absolute_loading_amount_len = s->prev->absolute_loading_amount_len * len_in_parent;
+ if(s->absolute_loading_amount_len > s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len - s->absolute_loading_amount_min)
+ s->absolute_loading_amount_len = s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len - s->absolute_loading_amount_min;
+ }
+ else
+ {
+ s->absolute_loading_amount_min = 0;
+ s->absolute_loading_amount_len = 1;
+ }
+
+ if(redraw && realtime == loadingscreentime)
+ SCR_UpdateLoadingScreen(loadingscreencleared);
+}
+
+void SCR_PopLoadingScreen (qboolean redraw)
+{
+ loadingscreenstack_t *s = loadingscreenstack;
+ loadingscreenstack = s->prev;
+ if(s->prev)
+ s->prev->relative_completion = (s->absolute_loading_amount_min + s->absolute_loading_amount_len - s->prev->absolute_loading_amount_min) / s->prev->absolute_loading_amount_len;
+ Z_Free(s);
+
+ if(redraw && realtime == loadingscreentime)
+ SCR_UpdateLoadingScreen(loadingscreencleared);
+}
+
+static float SCR_DrawLoadingStack_r(loadingscreenstack_t *s, float y)
+{
+ float size = 8;
+ float x;
+ size_t len;
+ float total;
+
+ total = 0;
+ if(s)
+ {
+ total += SCR_DrawLoadingStack_r(s->prev, y);
+ y -= total;
+ if(!s->prev || strcmp(s->msg, s->prev->msg))
+ {
+ len = strlen(s->msg);
+ x = (vid_conwidth.integer - DrawQ_TextWidth_Font(s->msg, len, true, FONT_INFOBAR) * size) / 2;
+ y -= size;
+ DrawQ_String_Font(x, y, s->msg, len, size, size, 1, 1, 1, 1, 0, NULL, true, FONT_INFOBAR);
+ total += size;
+ }
+ }
+ return total;
+}
+
+static void SCR_DrawLoadingStack()
+{
+ float verts[12];
+ float colors[16];
+ int i;
+
+ if(loadingscreenheight > 0)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(false);
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_VertexPointer(verts, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+ verts[2] = verts[5] = verts[8] = verts[11] = 0;
+ verts[0] = verts[9] = 0;
+ verts[1] = verts[4] = vid_conheight.integer - loadingscreenheight;
+ verts[3] = verts[6] = vid_conwidth.integer;
+ verts[7] = verts[10] = vid_conheight.integer;
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ }
+ loadingscreenheight = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
+ if(loadingscreenstack)
+ {
+ // height = 32; // sorry, using the actual one is ugly
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(false);
+ R_Mesh_VertexPointer(verts, 0, 0);
+ R_Mesh_ColorPointer(colors, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+ verts[2] = verts[5] = verts[8] = verts[11] = 0;
+ verts[0] = verts[9] = 0;
+ verts[1] = verts[4] = vid_conheight.integer - 8;
+ verts[3] = verts[6] = vid_conwidth.integer * loadingscreenstack->absolute_loading_amount_min;
+ verts[7] = verts[10] = vid_conheight.integer;
+
+ for(i = 0; i < 16; ++i)
+ colors[i] = (i % 4 == 3) || (i >= 8 && i % 4 == 2);
+ // ^^^^^^^^^^ blue component
+ // ^^^^^^ bottom row
+ // ^^^^^^^^^^^^ alpha is always on
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+
+ // make sure everything is cleared, including the progress indicator
+ if(loadingscreenheight < 8)
+ loadingscreenheight = 8;
+ }
+}
+
+static cachepic_t *loadingscreen_pic;
+static float loadingscreen_vertex3f[12];
+static float loadingscreen_texcoord2f[8];
+
+static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
{
float x, y;
- cachepic_t *pic;
- float vertex3f[12];
- float texcoord2f[8];
- // don't do anything if not initialized yet
- if (vid_hidden || !scr_refresh.integer)
- return;
// release mouse grab while loading
if (!vid.fullscreen)
VID_SetMouse(false, false, false);
qglClearColor(0,0,0,0);CHECKGLERROR
// when starting up a new video mode, make sure the screen is cleared to black
if (clear)
- {
qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
- }
- //qglDisable(GL_CULL_FACE);CHECKGLERROR
- //R_ClearScreen();
R_Textures_Frame();
GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
R_Mesh_Start();
R_Mesh_Matrix(&identitymatrix);
// draw the loading plaque
- pic = Draw_CachePic ("gfx/loading");
- x = (vid_conwidth.integer - pic->width)/2;
- y = (vid_conheight.integer - pic->height)/2;
- GL_Color(1,1,1,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(false);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(pic->tex));
- R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
- R_SetupGenericShader(true);
- vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
- vertex3f[0] = vertex3f[9] = x;
- vertex3f[1] = vertex3f[4] = y;
- vertex3f[3] = vertex3f[6] = x + pic->width;
- vertex3f[7] = vertex3f[10] = y + pic->height;
- texcoord2f[0] = 0;texcoord2f[1] = 0;
- texcoord2f[2] = 1;texcoord2f[3] = 0;
- texcoord2f[4] = 1;texcoord2f[5] = 1;
- texcoord2f[6] = 0;texcoord2f[7] = 1;
- if (vid.stereobuffer)
- {
- qglDrawBuffer(GL_FRONT_LEFT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- qglDrawBuffer(GL_FRONT_RIGHT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- }
- else
+ loadingscreen_pic = Draw_CachePic ("gfx/loading");
+ x = (vid_conwidth.integer - loadingscreen_pic->width)/2;
+ y = (vid_conheight.integer - loadingscreen_pic->height)/2;
+ loadingscreen_vertex3f[2] = loadingscreen_vertex3f[5] = loadingscreen_vertex3f[8] = loadingscreen_vertex3f[11] = 0;
+ loadingscreen_vertex3f[0] = loadingscreen_vertex3f[9] = x;
+ loadingscreen_vertex3f[1] = loadingscreen_vertex3f[4] = y;
+ loadingscreen_vertex3f[3] = loadingscreen_vertex3f[6] = x + loadingscreen_pic->width;
+ loadingscreen_vertex3f[7] = loadingscreen_vertex3f[10] = y + loadingscreen_pic->height;
+ loadingscreen_texcoord2f[0] = 0;loadingscreen_texcoord2f[1] = 0;
+ loadingscreen_texcoord2f[2] = 1;loadingscreen_texcoord2f[3] = 0;
+ loadingscreen_texcoord2f[4] = 1;loadingscreen_texcoord2f[5] = 1;
+ loadingscreen_texcoord2f[6] = 0;loadingscreen_texcoord2f[7] = 1;
+}
+
+static void SCR_DrawLoadingScreen (qboolean clear)
+{
+ // we only need to draw the image if it isn't already there
+ if(loadingscreenheight <= 0)
{
- qglDrawBuffer(GL_FRONT);
+ GL_Color(1,1,1,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(false);
+ R_SetupGenericShader(true);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_VertexPointer(loadingscreen_vertex3f, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(loadingscreen_pic->tex));
+ R_Mesh_TexCoordPointer(0, 2, loadingscreen_texcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
+ SCR_DrawLoadingStack();
+}
+
+static void SCR_DrawLoadingScreen_SharedFinish (qboolean clear)
+{
R_Mesh_Finish();
// refresh
- // not necessary when rendering to GL_FRONT buffers
- //VID_Finish();
+ VID_Finish();
// however this IS necessary on Windows Vista
qglFinish();
}
+void SCR_UpdateLoadingScreen (qboolean clear)
+{
+ if(loadingscreentime != realtime)
+ {
+ loadingscreentime = realtime;
+ loadingscreenheight = 0;
+ }
+ loadingscreencleared = clear;
+
+ // don't do anything if not initialized yet
+ if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
+ return;
+
+ SCR_DrawLoadingScreen_SharedSetup(clear);
+ if (vid.stereobuffer)
+ {
+ qglDrawBuffer(GL_BACK_LEFT);
+ SCR_DrawLoadingScreen(clear);
+ qglDrawBuffer(GL_BACK_RIGHT);
+ SCR_DrawLoadingScreen(clear);
+ }
+ else
+ {
+ qglDrawBuffer(GL_BACK);
+ SCR_DrawLoadingScreen(clear);
+ }
+ SCR_DrawLoadingScreen_SharedFinish(clear);
+
+ // this goes into the event loop, and should prevent unresponsive cursor on vista
+ Sys_SendKeyEvents();
+}
+
extern cvar_t cl_minfps;
extern cvar_t cl_minfps_fade;
extern cvar_t cl_minfps_qualitymax;