Implemented in-game beatmap reloading.
- Press F5 to reload beatmaps in the song menu (resets OsuGroupList, then invokes OSZ unpacker and OsuFile parser). - Many components reused from Splash screen (progress display, 'Esc' interrupt). Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -587,6 +587,47 @@ public class Utils {
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volumeDisplay = VOLUME_DISPLAY_TIME / 10;
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}
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/**
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* Draws loading progress (OSZ unpacking, OsuFile parsing, sound loading)
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* at the bottom of the screen.
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*/
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public static void drawLoadingProgress(Graphics g) {
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String text, file;
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int progress;
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// determine current action
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if ((file = OszUnpacker.getCurrentFileName()) != null) {
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text = "Unpacking new beatmaps...";
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progress = OszUnpacker.getUnpackerProgress();
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} else if ((file = OsuParser.getCurrentFileName()) != null) {
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text = "Loading beatmaps...";
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progress = OsuParser.getParserProgress();
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} else if ((file = SoundController.getCurrentFileName()) != null) {
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text = "Loading sounds...";
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progress = SoundController.getLoadingProgress();
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} else
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return;
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// draw loading info
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float marginX = container.getWidth() * 0.02f, marginY = container.getHeight() * 0.02f;
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float lineY = container.getHeight() - marginY;
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int lineOffsetY = Utils.FONT_MEDIUM.getLineHeight();
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if (Options.isLoadVerbose()) {
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// verbose: display percentages and file names
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Utils.FONT_MEDIUM.drawString(
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marginX, lineY - (lineOffsetY * 2),
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String.format("%s (%d%%)", text, progress), Color.white);
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Utils.FONT_MEDIUM.drawString(marginX, lineY - lineOffsetY, file, Color.white);
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} else {
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// draw loading bar
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Utils.FONT_MEDIUM.drawString(marginX, lineY - (lineOffsetY * 2), text, Color.white);
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g.setColor(Color.white);
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g.fillRoundRect(marginX, lineY - (lineOffsetY / 2f),
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(container.getWidth() - (marginX * 2f)) * progress / 100f, lineOffsetY / 4f, 4
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);
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}
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}
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/**
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* Takes a screenshot.
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* @author http://wiki.lwjgl.org/index.php?title=Taking_Screen_Shots
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