Files
WickedEngine/WickedEngine/wiLoadingScreen.cpp
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

61 lines
1.1 KiB
C++

#include "wiLoadingScreen.h"
#include "wiApplication.h"
#include <thread>
namespace wi
{
bool LoadingScreen::isActive()
{
return wi::jobsystem::IsBusy(ctx);
}
void LoadingScreen::addLoadingFunction(std::function<void(wi::jobsystem::JobArgs)> loadingFunction)
{
if (loadingFunction != nullptr)
{
tasks.push_back(loadingFunction);
}
}
void LoadingScreen::addLoadingComponent(RenderPath* component, Application* main, float fadeSeconds, wi::Color fadeColor)
{
addLoadingFunction([=](wi::jobsystem::JobArgs args) {
component->Load();
});
onFinished([=] {
main->ActivatePath(component, fadeSeconds, fadeColor);
});
}
void LoadingScreen::onFinished(std::function<void()> finishFunction)
{
if (finishFunction != nullptr)
finish = finishFunction;
}
void LoadingScreen::Start()
{
for (auto& x : tasks)
{
wi::jobsystem::Execute(ctx, x);
}
std::thread([this]() {
wi::jobsystem::Wait(ctx);
finish();
}).detach();
RenderPath2D::Start();
}
void LoadingScreen::Stop()
{
tasks.clear();
finish = nullptr;
RenderPath2D::Stop();
}
}