Add progress bar to item visuals preloading
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapblock.h"
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#include "settings.h"
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#include "profiler.h"
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#include "gettext.h"
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#include "log.h"
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#include "nodemetadata.h"
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#include "nodedef.h"
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@ -2804,7 +2805,10 @@ ClientEvent Client::getClientEvent()
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return m_client_event_queue.pop_front();
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}
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void Client::afterContentReceived()
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void draw_load_screen(const std::wstring &text,
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IrrlichtDevice* device, gui::IGUIFont* font,
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float dtime=0 ,int percent=0, bool clouds=true);
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void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
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{
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infostream<<"Client::afterContentReceived() started"<<std::endl;
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assert(m_itemdef_received);
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@ -2839,13 +2843,23 @@ void Client::afterContentReceived()
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if(g_settings->getBool("preload_item_visuals"))
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{
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verbosestream<<"Updating item textures and meshes"<<std::endl;
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wchar_t* text = wgettext("Item textures...");
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draw_load_screen(text,device,font,0,0);
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std::set<std::string> names = m_itemdef->getAll();
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size_t size = names.size();
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size_t count = 0;
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int percent = 0;
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for(std::set<std::string>::const_iterator
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i = names.begin(); i != names.end(); ++i){
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// Asking for these caches the result
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m_itemdef->getInventoryTexture(*i, this);
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m_itemdef->getWieldMesh(*i, this);
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count++;
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percent = count*100/size;
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if (count%50 == 0) // only update every 50 item
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draw_load_screen(text,device,font,0,percent);
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}
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delete[] text;
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}
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// Start mesh update thread after setting up content definitions
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@ -385,7 +385,7 @@ public:
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bool nodedefReceived()
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{ return m_nodedef_received; }
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void afterContentReceived();
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void afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font);
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float getRTT(void);
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@ -1232,7 +1232,7 @@ void the_game(
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After all content has been received:
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Update cached textures, meshes and materials
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*/
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client.afterContentReceived();
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client.afterContentReceived(device,font);
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/*
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Create the camera node
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