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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-06 08:38:30 +09:00
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2 Commits
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f3fb8a96f0
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f3fb8a96f0 | ||
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281146dd92 |
@@ -280,6 +280,11 @@ public class App implements ApplicationListener {
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private static TerrarumGamescreen currentScreen;
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private static LoadScreenBase currentSetLoadScreen;
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/** When set, App.render() will capture postProcessorOutFBO and then transition to this screen after the current frame finishes. */
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public static TerrarumGamescreen pendingScreenWithCapture = null;
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/** Populated by the deferred-capture path; consumed by TitleScreen.show(). */
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public static Pixmap captureLastFrame = null;
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private void initViewPort(int width, int height) {
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// Set Y to point downwards
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camera.setToOrtho(true, width, height); // some elements are pre-flipped, while some are not. The statement itself is absolutely necessary to make edge of the screen as the origin
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@@ -767,6 +772,17 @@ public class App implements ApplicationListener {
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currentScreen.render(UPDATE_RATE);
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postProcessorOutFBO = TerrarumPostProcessor.INSTANCE.draw(Gdx.graphics.getDeltaTime(), camera.combined, renderFBO);
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// Deferred transition: capture the just-rendered frame then switch screens.
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// This fires AFTER the current screen has fully rendered so the capture is of the real last ingame frame.
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if (pendingScreenWithCapture != null) {
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TerrarumGamescreen next = pendingScreenWithCapture;
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pendingScreenWithCapture = null;
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FrameBufferManager.begin(postProcessorOutFBO);
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captureLastFrame = Pixmap.createFromFrameBuffer(0, 0, postProcessorOutFBO.getWidth(), postProcessorOutFBO.getHeight());
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FrameBufferManager.end();
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setScreen(next);
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}
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}
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@@ -930,6 +946,9 @@ public class App implements ApplicationListener {
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logoBatch.end();
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// draw loading bar and subtitle
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SplashScreen.render(logoBatch, camera);
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// draw health messages
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if (getConfigBoolean("showhealthmessageonstartup")) {
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logoBatch.setShader(null);
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@@ -31,6 +31,16 @@ object CommonResourcePool {
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private val slowLoadingQueue = ConcurrentLinkedQueue<ResourceLoadingDescriptor>()
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private val slowLoadingRemaining = AtomicInteger(0)
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private val slowLoadingTotal = AtomicInteger(0)
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/** 0.0 = not started yet, 1.0 = all done. Only meaningful during / after [loadAllSlowly]. */
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val loadingProgress: Float
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get() {
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val total = slowLoadingTotal.get()
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if (total == 0) return 0f
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val remaining = slowLoadingRemaining.get()
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return (total - remaining).toFloat() / total.toFloat()
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}
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fun setGLThread(thread: Thread) {
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glThread = thread
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@@ -152,6 +162,7 @@ object CommonResourcePool {
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val desc = loadingList.removeFirst()
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slowLoadingQueue.add(desc)
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slowLoadingRemaining.incrementAndGet()
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slowLoadingTotal.incrementAndGet()
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}
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// Block until the GL thread has processed all slow items
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while (slowLoadingRemaining.get() > 0) {
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63
src/net/torvald/terrarum/SplashScreen.kt
Normal file
63
src/net/torvald/terrarum/SplashScreen.kt
Normal file
@@ -0,0 +1,63 @@
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package net.torvald.terrarum
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UIItemHorzSlider
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/**
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* Draws the loading bar and subtitle on the cold-boot splash screen.
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* Called from App.drawSplash() (Java static context) on the GL thread.
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*
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* Created by minjaesong on 2026-04-06.
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*/
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object SplashScreen {
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private val stubParent = object : UICanvas() {
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override var width = 0
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override var height = 0
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override fun updateImpl(delta: Float) {}
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override fun renderImpl(frameDelta: Float, batch: SpriteBatch, camera: OrthographicCamera) {}
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override fun dispose() {}
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}
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private var loadingBar: UIItemHorzSlider? = null
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private var lastBarWidth = 0
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private val subtitleCol = Color(0.75f, 0.75f, 0.75f, 1f)
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@JvmStatic
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fun render(batch: SpriteBatch, camera: OrthographicCamera) {
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val progress = CommonResourcePool.loadingProgress
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val barWidth = (Toolkit.drawWidth * 0.4f).toInt().coerceAtLeast(200)
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val barX = (Toolkit.drawWidth - barWidth) / 2
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val barY = App.scr.height - 48
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if (loadingBar == null || lastBarWidth != barWidth) {
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lastBarWidth = barWidth
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loadingBar = UIItemHorzSlider(stubParent, barX, barY, 0.0, 0.0, 1.0, barWidth).also {
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it.suppressHaptic = true
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it.isEnabled = false
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}
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}
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val bar = loadingBar ?: return
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bar.posX = barX
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bar.posY = barY
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bar.handleWidth = (progress * barWidth).toInt().coerceIn(12, barWidth)
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val subtitle = "${App.GAME_NAME} ${App.getVERSION_STRING()}"
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val subtitleW = App.fontGame.getWidth(subtitle)
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val subtitleX = (Toolkit.drawWidth - subtitleW) / 2f
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val subtitleY = (barY - 20).toFloat() // leave gap above the bar
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batch.begin()
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batch.color = subtitleCol
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App.fontGame.draw(batch, subtitle, subtitleX, subtitleY)
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batch.color = Color.WHITE
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bar.render(0f, batch, camera)
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batch.end()
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}
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}
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@@ -727,7 +727,7 @@ class MovableWorldCamera(val parent: BuildingMaker) : ActorHumanoid(0, physProp
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class YamlCommandExit : YamlInvokable {
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override fun invoke(args: Array<Any>) {
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App.setScreen(TitleScreen(App.batch))
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App.pendingScreenWithCapture = TitleScreen(App.batch)
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}
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}
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@@ -75,6 +75,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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private var splashCapture: Texture? = null
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private var settleFrames = 0
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private var transitionState = 0 // 0=loading, 1=settling, 2=fading, 3=done
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private var enteringFromIngame = false
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private lateinit var demoWorld: GameWorld
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private lateinit var cameraNodes: FloatArray // camera Y-pos
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@@ -296,6 +297,15 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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override fun show() {
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printdbg(this, "show() called")
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// consume the pre-captured frame provided by App.render()'s deferred-capture path
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val pixmap = App.captureLastFrame
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App.captureLastFrame = null
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if (pixmap != null) {
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splashCapture = Texture(pixmap)
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pixmap.dispose()
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enteringFromIngame = true
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}
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for (k in Input.Keys.F1..Input.Keys.F12) {
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KeyToggler.forceSet(k, false)
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}
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@@ -325,15 +335,22 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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override fun renderImpl(updateRate: Float) {
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when (transitionState) {
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// Loading phase: show splash, advance GL load steps
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// Loading phase: show splash or last ingame frame, advance GL load steps
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0 -> {
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App.drawSplash()
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if (enteringFromIngame) {
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// hold the last ingame frame while the title screen loads in the background
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drawSplashCapture(1f)
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} else {
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App.drawSplash()
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}
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processGLLoadStep()
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if (loadDone) {
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// capture the current framebuffer (splash) as a texture
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val pixmap = Pixmap.createFromFrameBuffer(0, 0, App.scr.width, App.scr.height)
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splashCapture = Texture(pixmap)
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pixmap.dispose()
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if (!enteringFromIngame) {
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// capture the current splash screen frame for the crossfade
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val pixmap = Pixmap.createFromFrameBuffer(0, 0, App.scr.width, App.scr.height)
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splashCapture = Texture(pixmap)
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pixmap.dispose()
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}
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transitionState = 1
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settleFrames = 0
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}
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@@ -176,7 +176,7 @@ class UIInventoryEscMenu(val full: UIInventoryFull) : UICanvas() {
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when (new) {
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2 -> {
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areYouSureMainMenuButtons.deselect()
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App.setScreen(TitleScreen(App.batch))
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App.pendingScreenWithCapture = TitleScreen(App.batch)
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}
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3 -> {
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screen = 0; areYouSureMainMenuButtons.deselect()
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@@ -63,7 +63,7 @@ class UIItemHorzSlider(
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override fun update(delta: Float) {
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super.update(delta)
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mouseOnHandle = itemRelativeMouseX in handlePos.roundToInt() until handlePos.roundToInt() + handleWidth && itemRelativeMouseY in 0 until height
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mouseOnHandle = if (!isEnabled) false else itemRelativeMouseX in handlePos.roundToInt() until handlePos.roundToInt() + handleWidth && itemRelativeMouseY in 0 until height
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// update handle position and value
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if (mouseUp && Terrarum.mouseDown || mouseLatched) {
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@@ -60,7 +60,7 @@ class UIItemVertSlider(
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override fun update(delta: Float) {
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super.update(delta)
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mouseOnHandle = itemRelativeMouseY in handlePos.roundToInt() until handlePos.roundToInt() + handleHeight && itemRelativeMouseX in 0 until width
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mouseOnHandle = if (!isEnabled) false else itemRelativeMouseY in handlePos.roundToInt() until handlePos.roundToInt() + handleHeight && itemRelativeMouseX in 0 until width
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// update handle position and value
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if (mouseUp && Terrarum.mouseDown || mouseLatched) {
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