Working on loading screen

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Vladislav Khorev committed 2026-07-09 20:32:57 +03:00
1 parent 1c2c80f0ea
commit 44f5136f1d
8 files changed
+272 -187

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+23 -2
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@@ -10,6 +10,7 @@
#include "items/Item.h"
#include "items/InteractiveObject.h"
#include <queue>
#include <functional>
#include <vector>
#include <string>
#include <memory>
@@ -49,6 +50,22 @@ namespace ZL {
VertexRenderStruct loadingMesh;
bool loadingCompleted = false;
// setupPart2() populates this queue with one closure per loading step instead of
// running the work itself; Game::update() drains one step per frame so the window
// keeps pumping events / repainting (and, on Emscripten, the browser keeps the tab
// responsive) instead of freezing for the whole duration of loading.
std::queue<std::function<void()>> loadSteps;
size_t loadStepsTotal = 0;
size_t loadStepsDone = 0;
float currentLoadingProgress() const {
return loadStepsTotal ? (float)loadStepsDone / (float)loadStepsTotal : resourcesDownloadProgress;
}
// The progress bar only reflects the initial resource load (its steps are
// pre-counted upfront). Later loadSteps runs, like MenuManager's localized
// content reload, don't have a meaningful denominator, so the bar is hidden.
bool showLoadingProgressBar = true;
GameState gameState;
EditorMode editorMode = EditorMode::None;
@@ -138,8 +155,13 @@ namespace ZL {
static void onResourcesZipLoaded(unsigned handle, void* userData, const char* filename);
static void onResourcesZipError(unsigned handle, void* userData, int httpStatus);
static void onResourcesZipProgress(unsigned handle, void* userData, int percentComplete);
#endif
// Only meaningful during the Emscripten zip-download phase, before loadSteps
// exists (see currentLoadingProgress() above); harmless/unused on other platforms.
float resourcesDownloadProgress = 0.0f;
// Progress bar assets/meshes, loaded and drawn on every platform so setupPart2's
// step-by-step progress is visible during desktop/Android loading too.
std::shared_ptr<Texture> loadingProgressBarTexture;
std::shared_ptr<Texture> loadingProgressBarFrameTexture;
VertexRenderStruct loadingProgressBarFrameMesh;
@@ -147,7 +169,6 @@ namespace ZL {
float loadingBarLastRenderedProgress = -1.0f;
float loadingBarLastW = -1.0f;
float loadingBarLastH = -1.0f;
#endif
// Screen-flash transition state (shared by darklands and night transitions)
float darklandsFlashAlpha = 0.0f;