Working on loading

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Vladislav Khorev committed 2026-10-23 23:49:54 +06:00
1 parent d38a75ea72
commit 9b71ee447a
11 files changed
+268 -55

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+124 -46
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@@ -327,18 +327,10 @@ namespace FRG
Character::nameTranslations.loadFromFile("resources/config/translate_names.json");
});
// Every campaign's locations are built up front (one loading step per location),
// so starting or loading any campaign later only switches the active set.
// Campaigns are only listed here; their locations are built on demand when the
// player starts or loads one (see loadCampaignThen). MenuManager::setup() needs
// the list to preload each campaign's loading screen.
CampaignRegistry::instance().loadFromJson("resources/config/campaigns.json", CONST_ZIP_FILE);
loadSteps.push([this]() {
gameState.globalFloats["player_hp"] = 200; // read by location scripts as they load
});
for (const CampaignConfig& campaign : CampaignRegistry::instance().all()) {
queueCampaignBuildSteps(campaign);
}
loadSteps.push([this]() {
activateCampaign(CampaignRegistry::kDefaultCampaignId);
});
loadSteps.push([this]() {
// Wire inventory callbacks: tutorial tracking + toast notifications.
@@ -393,17 +385,28 @@ namespace FRG
}
menuManager.startGameFunc = [this](const std::string& campaignId) {
mainThreadHandler.EnqueueMainThreadTask([this, campaignId]() {
activateCampaign(campaignId);
performResetToInitialState();
applyTutorialSetting();
const CampaignConfig& campaign = activeCampaign();
gameState.currentLocationName = campaign.startLocation;
menuManager.showGameplayHud(); // first HUD frame drawn from the fresh state
if (currentLocation()) currentLocation()->scriptEngine.callLocationEnterCallback();
audioPlayer->crossFadeMusicAsync(campaign.startMusic);
menuManager.lastMusicTrack = campaign.startMusic;
});
auto start = [this, campaignId]() {
loadCampaignThen(campaignId, [this]() {
performResetToInitialState();
applyTutorialSetting();
const CampaignConfig& campaign = activeCampaign();
gameState.currentLocationName = campaign.startLocation;
menuManager.showGameplayHud(); // first HUD frame drawn from the fresh state
if (currentLocation()) currentLocation()->scriptEngine.callLocationEnterCallback();
audioPlayer->crossFadeMusicAsync(campaign.startMusic);
menuManager.lastMusicTrack = campaign.startMusic;
});
};
if (campaignLocations.count(campaignId)) {
// Already loaded: the reset runs right away, so keep it off the menu
// button's call stack.
mainThreadHandler.EnqueueMainThreadTask(start);
} else {
// Not loaded: this only shows the loading screen and queues the build
// steps, so start it now -- deferring it would draw one more frame of
// the main menu before the loading screen appears.
start();
}
};
menuManager.onSaveGame = [this](int slot) { saveGame(slot); };
@@ -429,7 +432,11 @@ namespace FRG
// the duration, exactly like the initial resource load.
menuManager.runAsLoadingSequence = [this](std::vector<std::function<void()>> steps) {
for (auto& step : steps) loadSteps.push(std::move(step));
loadSteps.push([this]() { loadingCompleted = true; });
loadSteps.push([this]() {
loadingCompleted = true;
// Hidden together with loadingCompleted, so no frame falls back to drawLoading().
menuManager.hideLoadingScreen();
});
loadStepsTotal = loadSteps.size();
loadStepsDone = 0;
showLoadingProgressBar = false;
@@ -462,6 +469,10 @@ namespace FRG
});
loadSteps.push([this]() {
// Everything loaded so far (UI, portraits, shared assets) stays loaded for the
// whole session; textures loaded later belong to a campaign and are released
// when it is unloaded.
renderer.textureManager.MarkAllResident();
loadingCompleted = true;
});
@@ -478,15 +489,8 @@ namespace FRG
}
void Game::activateCampaign(const std::string& campaignId) {
auto it = campaignLocations.find(campaignId);
if (it == campaignLocations.end()) {
std::cerr << "[campaign] Unknown campaign '" << campaignId << "', using '"
<< CampaignRegistry::kDefaultCampaignId << "'" << std::endl;
it = campaignLocations.find(CampaignRegistry::kDefaultCampaignId);
if (it == campaignLocations.end()) return;
}
gameState.campaignId = it->first;
gameState.locations = it->second;
gameState.campaignId = campaignId;
gameState.locations = campaignLocations[campaignId];
gameState.questJournal.loadFromFile(activeCampaign().questsPath, CONST_ZIP_FILE);
}
@@ -500,18 +504,55 @@ namespace FRG
return *campaign;
}
void Game::queueCampaignBuildSteps(const CampaignConfig& campaign) {
const std::string campaignId = campaign.id;
for (const std::string& configPath : campaign.locationConfigPaths) {
loadSteps.push([this, campaignId, configPath]() {
void Game::loadCampaignThen(const std::string& requestedId, std::function<void()> then) {
const CampaignConfig* campaign = CampaignRegistry::instance().find(requestedId);
if (!campaign) {
std::cerr << "[campaign] Unknown campaign '" << requestedId << "', using '"
<< CampaignRegistry::kDefaultCampaignId << "'" << std::endl;
campaign = CampaignRegistry::instance().find(CampaignRegistry::kDefaultCampaignId);
if (!campaign) return;
}
const std::string campaignId = campaign->id;
if (campaignLocations.count(campaignId)) {
activateCampaign(campaignId);
then();
return;
}
// Build it behind the campaign's loading screen, one location per loading step.
// The screen is hidden when the sequence completes (see runAsLoadingSequence).
menuManager.showLoadingScreen(campaign->loadingScreenPath);
std::vector<std::function<void()>> steps;
steps.push_back([this, campaignId]() {
unloadCampaigns(); // only one campaign is kept in memory
campaignLocations[campaignId];
gameState.globalFloats["player_hp"] = 200; // read by location scripts as they load
});
for (const std::string& configPath : campaign->locationConfigPaths) {
steps.push_back([this, campaignId, configPath]() {
LocationConfig config;
if (LocationConfig::fromFile(configPath, CONST_ZIP_FILE, config))
campaignLocations[campaignId][config.id] = createLocation(config);
});
}
loadSteps.push([this, campaignId]() {
wireCampaignLocations(campaignLocations[campaignId]);
steps.push_back([this, campaignId, then]() {
LocationMap& locations = campaignLocations[campaignId];
wireCampaignLocations(locations);
if (shadowMap) {
for (auto& [name, loc] : locations) loc->shadowMap = shadowMap;
}
activateCampaign(campaignId);
then();
});
menuManager.runAsLoadingSequence(std::move(steps));
}
void Game::unloadCampaigns() {
gameState.locations.clear();
campaignLocations.clear();
// Drop the cache entries of the textures the campaign loaded; UI images stay.
renderer.textureManager.UnloadNonResident("resources/w/ui");
}
void Game::performFullReset() {
@@ -783,8 +824,11 @@ namespace FRG
}
// Wire HP-change callbacks so all player instances update the health bar HUD.
for (auto& [name, loc] : locations) {
if (loc->player) {
for (auto& [name, locPtr] : locations) {
if (locPtr->player) {
// Raw pointer: the location owns this player, so a shared_ptr here would be
// a reference cycle that keeps unloaded locations alive.
Location* loc = locPtr.get();
loc->player->state.onHpChanged = [this, loc](float hp, float maxHp, int attackerIndex) {
menuManager.updateHealthBar(hp, maxHp);
@@ -875,10 +919,33 @@ namespace FRG
// Campaign loading screen: a UI layout drawn with the same state as the HUD.
void Game::drawLoadingScreenUi()
{
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
glEnable(GL_BLEND);
menuManager.loadingUiManager.draw(renderer);
glDisable(GL_BLEND);
renderer.shaderManager.PopShader();
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
CheckGlError(__FILE__, __LINE__);
}
void Game::drawScene() {
glViewport(0, 0, Environment::width, Environment::height);
if (!loadingCompleted) {
drawLoading();
if (menuManager.isLoadingScreenShown())
drawLoadingScreenUi();
else
drawLoading();
}
/*else if (Environment::width < Environment::height) {
drawMobilePortraitOverlay();
@@ -1070,6 +1137,7 @@ namespace FRG
updateDarklandsFlash(delta);
menuManager.uiManager.update(static_cast<float>(delta));
menuManager.topUiManager.update(static_cast<float>(delta));
menuManager.loadingUiManager.update(static_cast<float>(delta));
if (!menuManager.isMainMenuOpen())
menuManager.update(static_cast<float>(delta));
@@ -1115,6 +1183,7 @@ namespace FRG
const bool isPortrait = Environment::width < Environment::height;
menuManager.uiManager.updateAllLayouts();
menuManager.topUiManager.updateAllLayouts();
menuManager.loadingUiManager.updateAllLayouts();
if (wasPortrait != isPortrait) {
menuManager.onOrientationChanged();
@@ -1748,16 +1817,25 @@ namespace FRG
std::cerr << "[save] Save file not found or empty: " << path << std::endl;
return;
}
nlohmann::json root;
try {
nlohmann::json root = nlohmann::json::parse(content);
// Every campaign is built at startup, so loading only switches to the save's
// campaign (its locations and quest definitions) before applying the state.
activateCampaign(root.value("campaignId", std::string(CampaignRegistry::kDefaultCampaignId)));
gameState.load(root);
root = nlohmann::json::parse(content);
} catch (const std::exception& e) {
std::cerr << "[save] Failed to parse save file " << path << ": " << e.what() << std::endl;
return;
}
// The save's campaign may not be loaded yet; the state is applied once it is.
const std::string campaignId = root.value("campaignId", std::string(CampaignRegistry::kDefaultCampaignId));
loadCampaignThen(campaignId, [this, root]() {
gameState.load(root);
playMusicForLoadedGame();
menuManager.enterGameplay(true);
});
}
void Game::playMusicForLoadedGame()
{
if (gameState.isDarklands)
{
audioPlayer->crossFadeMusicAsync("music/bishkek fight calm.ogg");