Created a splash screen state for loading resources.
- Game now boots to splash screen, which displays parser progress. - Added option "LoadVerbose" to disable rendering the progress text. - Main Menu backgrounds now fade in regardless of DynamicBackground setting (as a transition from the splash screen). Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
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src/itdelatrisu/opsu/states/Splash.java
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125
src/itdelatrisu/opsu/states/Splash.java
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/*
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* opsu! - an open-source osu! client
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* Copyright (C) 2014 Jeffrey Han
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*
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* opsu! is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* opsu! is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
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*/
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package itdelatrisu.opsu.states;
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import itdelatrisu.opsu.Opsu;
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import itdelatrisu.opsu.OsuGroupList;
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import itdelatrisu.opsu.OsuParser;
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import itdelatrisu.opsu.SoundController;
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import itdelatrisu.opsu.Utils;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.GameContainer;
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import org.newdawn.slick.Graphics;
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import org.newdawn.slick.Image;
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import org.newdawn.slick.SlickException;
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import org.newdawn.slick.state.BasicGameState;
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import org.newdawn.slick.state.StateBasedGame;
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public class Splash extends BasicGameState {
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/**
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* Logo image.
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*/
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private Image logo;
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/**
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* Whether or not loading has completed.
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*/
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private boolean finished = false;
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// game-related variables
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private int state;
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public Splash(int state) {
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this.state = state;
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}
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@Override
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public void init(GameContainer container, StateBasedGame game)
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throws SlickException {
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final int width = container.getWidth();
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final int height = container.getHeight();
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logo = new Image("logo.png");
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logo = logo.getScaledCopy((height / 1.2f) / logo.getHeight());
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logo.setAlpha(0f);
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// load Utils class first (needed in other 'init' methods)
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Utils.init(container, game);
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// load other resources in a new thread
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final SongMenu menu = (SongMenu) game.getState(Opsu.STATE_SONGMENU);
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new Thread() {
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@Override
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public void run() {
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// parse song directory
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OsuParser.parseAllFiles(Options.getBeatmapDir(), width, height);
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// initialize song list
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Opsu.groups.init(OsuGroupList.SORT_TITLE);
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menu.setFocus(Opsu.groups.getRandomNode(), -1, true);
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// load sounds
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SoundController.init();
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finished = true;
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}
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}.start();
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}
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@Override
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public void render(GameContainer container, StateBasedGame game, Graphics g)
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throws SlickException {
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g.setBackground(Color.black);
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int width = container.getWidth();
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int height = container.getHeight();
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logo.drawCentered(width / 2, height / 2);
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// progress tracking
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String currentFile = OsuParser.getCurrentFileName();
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if (currentFile != null && Options.isLoadVerbose()) {
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g.setColor(Color.white);
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g.setFont(Utils.FONT_MEDIUM);
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int lineHeight = Utils.FONT_MEDIUM.getLineHeight();
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g.drawString(
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String.format("Loading... (%s%%)", OsuParser.getParserProgress()),
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25, height - 25 - (lineHeight * 2)
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);
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g.drawString(currentFile, 25, height - 25 - lineHeight);
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}
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}
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@Override
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public void update(GameContainer container, StateBasedGame game, int delta)
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throws SlickException {
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// fade in logo
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float alpha = logo.getAlpha();
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if (alpha < 1f)
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logo.setAlpha(alpha + (delta / 400f));
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// change states when loading complete
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if (finished && alpha >= 1f)
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game.enterState(Opsu.STATE_MAINMENU);
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}
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@Override
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public int getID() { return state; }
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}
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