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-rw-r--r--src/yuzu/loading_screen.h38
1 files changed, 37 insertions, 1 deletions
diff --git a/src/yuzu/loading_screen.h b/src/yuzu/loading_screen.h
index 2a6cf1142..801d08e1a 100644
--- a/src/yuzu/loading_screen.h
+++ b/src/yuzu/loading_screen.h
@@ -4,7 +4,9 @@
#pragma once
+#include <chrono>
#include <memory>
+#include <QString>
#include <QWidget>
#if !QT_CONFIG(movie)
@@ -19,9 +21,15 @@ namespace Ui {
class LoadingScreen;
}
+namespace VideoCore {
+enum class LoadCallbackStage;
+}
+
class QBuffer;
class QByteArray;
+class QGraphicsOpacityEffect;
class QMovie;
+class QPropertyAnimation;
class LoadingScreen : public QWidget {
Q_OBJECT
@@ -39,11 +47,21 @@ public:
/// used resources such as the logo and banner.
void Clear();
+ /// Slot used to update the status of the progress bar
+ void OnLoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
+
+ /// Hides the LoadingScreen with a fade out effect
+ void OnLoadComplete();
+
// In order to use a custom widget with a stylesheet, you need to override the paintEvent
// See https://wiki.qt.io/How_to_Change_the_Background_Color_of_QWidget
void paintEvent(QPaintEvent* event) override;
- void OnLoadProgress(std::size_t value, std::size_t total);
+signals:
+ void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
+ /// Signals that this widget is completely hidden now and should be replaced with the other
+ /// widget
+ void Hidden();
private:
#ifndef YUZU_QT_MOVIE_MISSING
@@ -53,4 +71,22 @@ private:
#endif
std::unique_ptr<Ui::LoadingScreen> ui;
std::size_t previous_total = 0;
+ VideoCore::LoadCallbackStage previous_stage;
+
+ QGraphicsOpacityEffect* opacity_effect = nullptr;
+ std::unique_ptr<QPropertyAnimation> fadeout_animation;
+
+ // Definitions for the differences in text and styling for each stage
+ std::unordered_map<VideoCore::LoadCallbackStage, const char*> progressbar_style;
+ std::unordered_map<VideoCore::LoadCallbackStage, QString> stage_translations;
+
+ // newly generated shaders are added to the end of the file, so when loading and compiling
+ // shaders, it will start quickly but end slow if new shaders were added since previous launch.
+ // These variables are used to detect the change in speed so we can generate an ETA
+ bool slow_shader_compile_start = false;
+ std::chrono::high_resolution_clock::time_point slow_shader_start;
+ std::chrono::high_resolution_clock::time_point previous_time;
+ std::size_t slow_shader_first_value = 0;
};
+
+Q_DECLARE_METATYPE(VideoCore::LoadCallbackStage);