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Display "content loading" while there are pending GPU texture transfers
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commit
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1 changed files with 9 additions and 6 deletions
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@ -248,7 +248,7 @@
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}
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function update() {
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var viewport, diff, x;
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var viewport, diff, x, gpuTextures;
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initialDelayCooldown -= 30;
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@ -261,26 +261,28 @@
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}
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}
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gpuTextures = Render.getConfig("Stats").textureGPUTransferCount;
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// Update state
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if (!visible) { // Not visible because no recent downloads
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if (displayProgress < 100) { // Have started downloading so fade in
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if (displayProgress < 100 || gpuTextures > 0) { // Have started downloading so fade in
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visible = true;
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alphaDelta = ALPHA_DELTA_IN;
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fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
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}
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} else if (alphaDelta !== 0.0) { // Fading in or out
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if (alphaDelta > 0) {
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if (rawProgress === 100) { // Was downloading but now have finished so fade out
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if (rawProgress === 100 && gpuTextures === 0) { // Was downloading but now have finished so fade out
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alphaDelta = ALPHA_DELTA_OUT;
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}
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} else {
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if (displayProgress < 100) { // Was finished downloading but have resumed so fade in
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if (displayProgress < 100 || gpuTextures > 0) { // Was finished downloading but have resumed so fade in
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alphaDelta = ALPHA_DELTA_IN;
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}
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}
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} else { // Fully visible because downloading or recently so
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if (fadeWaitTimer === null) {
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if (rawProgress === 100) { // Was downloading but have finished so fade out soon
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if (rawProgress === 100 && gpuTextures === 0) { // Was downloading but have finished so fade out soon
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fadeWaitTimer = Script.setTimeout(function () {
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alphaDelta = ALPHA_DELTA_OUT;
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fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
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@ -288,7 +290,8 @@
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}, FADE_OUT_WAIT);
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}
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} else {
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if (displayProgress < 100) { // Was finished and waiting to fade out but have resumed so don't fade out
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if (displayProgress < 100 || gpuTextures > 0) { // Was finished and waiting to fade out but have resumed so
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// don't fade out
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Script.clearInterval(fadeWaitTimer);
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fadeWaitTimer = null;
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}
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