267 lines
6.3 KiB
Go
267 lines
6.3 KiB
Go
// Package loadscreen implements a modal "Loading" screen for the game, which
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// can be shown or hidden by gameplay scenes as needed.
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package loadscreen
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import (
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"strings"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/apps/doodle/pkg/uix"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// Configuration values.
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const (
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ProgressWidth = 300
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ProgressHeight = 16
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)
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// State variables for the loading screen.
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var (
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visible bool
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withProgress bool
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subtitle string // custom subtitle text, SetSubtitle().
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// Animated title bar
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titleBase = "Loading"
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animState = 0
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animation = []string{
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". ",
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".. ",
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"...",
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" ..",
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" .",
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" ",
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}
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animSpeed uint64 = 32
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titleVar string
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// UI widgets.
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window *ui.Frame
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canvas *uix.Canvas
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secondary *ui.Label // subtitle text
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progressTrough *ui.Frame
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progressBar *ui.Frame
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progressText *ui.Label
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)
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// Show the basic loading screen without a progress bar.
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func Show() {
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setup()
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visible = true
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withProgress = false
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subtitle = ""
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}
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// ShowWithProgress initializes the loading screen with a progress bar starting at zero.
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func ShowWithProgress() {
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setup()
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visible = true
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withProgress = true
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subtitle = ""
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// TODO: hide the progress trough. With the new LoadUnloadChunks,
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// the progress bar does nothing - all the loading time is spent
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// reading the level from disk and then it starts.
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withProgress = false
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SetProgress(0)
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}
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// SetSubtitle specifies secondary text beneath the Loading banner.
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// The subtitle is blanked on Show() and ShowWithProgress() and must
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// be specified by the caller if desired. Pass multiple values for
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// multiple lines of text.
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func SetSubtitle(value ...string) {
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subtitle = strings.Join(value, "\n")
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}
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// IsActive returns whether the loading screen is currently visible.
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func IsActive() bool {
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return visible
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}
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// Resized the window.
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func Resized() {
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if visible {
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size := render.NewRect(shmem.CurrentRenderEngine.WindowSize())
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window.Resize(size)
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}
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}
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/*
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Hide the loading screen.
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NOTICE: the loadscreen is hidden on an async goroutine and it is NOT SAFE to clean up
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textures used by the wallpaper images, but this is OK because the loadscreen uses the
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same wallpaper every time and is called many times during gameplay, it can hold its
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textures.
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*/
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func Hide() {
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visible = false
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}
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// SetProgress sets the current progress value for loading screens having a progress bar.
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func SetProgress(v float64) {
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// Resize the progress bar in the trough.
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if progressTrough != nil {
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var (
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troughSize = progressTrough.Size()
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height = progressBar.Size().H
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)
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progressBar.Resize(render.Rect{
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W: int(float64(troughSize.W-4) * v),
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H: height,
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})
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}
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}
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// Common function to initialize the loading screen.
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func setup() {
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if window != nil {
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return
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}
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titleVar = titleBase + animation[animState]
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// Create the parent container that will stretch full screen.
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window = ui.NewFrame("Loadscreen Window")
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window.SetBackground(render.RGBA(0, 0, 1, 40)) // makes the wallpaper darker? :/
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// "Loading" text.
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label := ui.NewLabel(ui.Label{
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TextVariable: &titleVar,
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Font: balance.LoadScreenFont,
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})
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label.Compute(shmem.CurrentRenderEngine)
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window.Place(label, ui.Place{
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Top: 128,
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Center: true,
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})
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// Subtitle text.
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secondary = ui.NewLabel(ui.Label{
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TextVariable: &subtitle,
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Font: balance.LoadScreenSecondaryFont,
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})
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window.Place(secondary, ui.Place{
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Top: 128 + label.Size().H + 64,
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Center: true,
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})
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// Progress bar.
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progressTrough = ui.NewFrame("Progress Trough")
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progressTrough.Configure(ui.Config{
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Width: ProgressWidth,
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Height: ProgressHeight,
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BorderSize: 2,
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BorderStyle: ui.BorderSunken,
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Background: render.DarkGrey,
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})
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window.Place(progressTrough, ui.Place{
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// Nestle it between the Title and Subtitle.
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Center: true,
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Top: 128 + label.Size().H + 16,
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})
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progressBar = ui.NewFrame("Progress Bar")
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progressBar.Configure(ui.Config{
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Width: 0,
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Height: ProgressHeight - 4,
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Background: render.Green,
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})
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progressTrough.Pack(progressBar, ui.Pack{
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Side: ui.W,
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})
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}
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// Loop is called on every game loop. If the loadscreen is not active, nothing happens.
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// Otherwise the loading screen UI is drawn to screen.
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func Loop(windowSize render.Rect, e render.Engine) {
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if !visible {
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return
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}
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if window != nil {
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// Initialize the wallpaper canvas?
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if canvas == nil {
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canvas = uix.NewCanvas(128, false)
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canvas.LoadLevel(&level.Level{
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Chunker: level.NewChunker(100),
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Palette: level.NewPalette(),
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PageType: level.Bounded,
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Wallpaper: "blueprint.png",
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})
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}
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canvas.Resize(windowSize)
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canvas.Compute(e)
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canvas.Present(e, render.Origin)
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window.Resize(windowSize)
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window.Compute(e)
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window.Present(e, render.Origin)
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// Show/hide the progress bar.
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progressTrough.Compute(e)
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if withProgress && progressTrough.Hidden() {
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progressTrough.Show()
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} else if !withProgress && !progressTrough.Hidden() {
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progressTrough.Hide()
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}
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// Show/hide the subtitle text.
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if len(subtitle) > 0 && secondary.Hidden() {
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secondary.Show()
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} else if subtitle == "" && !secondary.Hidden() {
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secondary.Hide()
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}
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// Animate the ellipses.
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if shmem.Tick%animSpeed == 0 {
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titleVar = titleBase + animation[animState]
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animState++
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if animState >= len(animation) {
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animState = 0
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}
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}
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}
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}
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// PreloadAllChunkBitmaps is a helper function to eager cache all bitmap
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// images of the chunks in a level drawing. It is designed to work with the
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// loading screen and will set the Progress percent based on the total number
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// of chunks vs. chunks remaining to pre-cache bitmaps from.
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func PreloadAllChunkBitmaps(chunker *level.Chunker) {
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// If we're using the smarter (experimental) chunk loader, return.
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if balance.Feature.LoadUnloadChunk {
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return
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}
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loadChunksTarget := len(chunker.Chunks)
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// Skipping the eager rendering of chunks?
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if !balance.EagerRenderLevelChunks {
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log.Info("PreloadAllChunkBitmaps: skipping eager render")
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return
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}
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for {
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remaining := chunker.PrerenderN(10)
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// Set the load screen progress % based on number of chunks to render.
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if loadChunksTarget > 0 {
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percent := float64(loadChunksTarget-remaining) / float64(loadChunksTarget)
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SetProgress(percent)
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}
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if remaining == 0 {
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break
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}
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}
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}
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