jedi-academy/code/ui/ui_splash.cpp

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2013-04-19 02:52:48 +00:00
#include "../client/client.h"
#include "../renderer/tr_local.h"
#include "../win32/glw_win_dx8.h"
#include "../win32/win_local.h"
#include "../win32/win_file.h"
#include "../ui/ui_splash.h"
#define SP_TextureExt "dds"
extern bool Sys_QuickStart( void );
/*********
Globals
*********/
static bool SP_LicenseDone = false;
/*********
SP_DisplayIntros
Draws intro movies to the screen
*********/
void SP_DisplayLogos(void)
{
if( !Sys_QuickStart() )
CIN_PlayAllFrames( "logos", 0, 0, 640, 480, 0, true );
}
/*********
SP_DrawTexture
*********/
void SP_DrawTexture(void* pixels, float width, float height, float vShift)
{
if (!pixels)
{
// Ug. We were not even able to load the error message texture.
return;
}
// Create a texture from the buffered file
GLuint texid;
qglGenTextures(1, &texid);
qglBindTexture(GL_TEXTURE_2D, texid);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DDS1_EXT, width, height, 0, GL_DDS1_EXT, GL_UNSIGNED_BYTE, pixels);
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
// Reset every GL state we've got. Who knows what state
// the renderer could be in when this function gets called.
qglColor3f(1.f, 1.f, 1.f);
qglViewport(0, 0, 640, 480);
GLboolean alpha = qglIsEnabled(GL_ALPHA_TEST);
qglDisable(GL_ALPHA_TEST);
GLboolean blend = qglIsEnabled(GL_BLEND);
qglDisable(GL_BLEND);
GLboolean cull = qglIsEnabled(GL_CULL_FACE);
qglDisable(GL_CULL_FACE);
GLboolean depth = qglIsEnabled(GL_DEPTH_TEST);
qglDisable(GL_DEPTH_TEST);
GLboolean fog = qglIsEnabled(GL_FOG);
qglDisable(GL_FOG);
GLboolean lighting = qglIsEnabled(GL_LIGHTING);
qglDisable(GL_LIGHTING);
GLboolean offset = qglIsEnabled(GL_POLYGON_OFFSET_FILL);
qglDisable(GL_POLYGON_OFFSET_FILL);
GLboolean scissor = qglIsEnabled(GL_SCISSOR_TEST);
qglDisable(GL_SCISSOR_TEST);
GLboolean stencil = qglIsEnabled(GL_STENCIL_TEST);
qglDisable(GL_STENCIL_TEST);
GLboolean texture = qglIsEnabled(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_2D);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity();
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglOrtho(0, 640, 0, 480, 0, 1);
qglMatrixMode(GL_TEXTURE0);
qglLoadIdentity();
qglMatrixMode(GL_TEXTURE1);
qglLoadIdentity();
qglActiveTextureARB(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
memset(&tess, 0, sizeof(tess));
// Draw the error message
qglBeginFrame();
if (!SP_LicenseDone)
{
// clear the screen if we haven't done the
// license yet...
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
}
float x1 = 320 - width / 2;
float x2 = 320 + width / 2;
float y1 = 240 - height / 2;
float y2 = 240 + height / 2;
y1 += vShift;
y2 += vShift;
qglBeginEXT (GL_TRIANGLE_STRIP, 4, 0, 0, 4, 0);
qglTexCoord2f( 0, 0 );
qglVertex2f(x1, y1);
qglTexCoord2f( 1 , 0 );
qglVertex2f(x2, y1);
qglTexCoord2f( 0, 1 );
qglVertex2f(x1, y2);
qglTexCoord2f( 1, 1 );
qglVertex2f(x2, y2);
qglEnd();
qglEndFrame();
qglFlush();
// Restore (most) of the render states we reset
if (alpha) qglEnable(GL_ALPHA_TEST);
else qglDisable(GL_ALPHA_TEST);
if (blend) qglEnable(GL_BLEND);
else qglDisable(GL_BLEND);
if (cull) qglEnable(GL_CULL_FACE);
else qglDisable(GL_CULL_FACE);
if (depth) qglEnable(GL_DEPTH_TEST);
else qglDisable(GL_DEPTH_TEST);
if (fog) qglEnable(GL_FOG);
else qglDisable(GL_FOG);
if (lighting) qglEnable(GL_LIGHTING);
else qglDisable(GL_LIGHTING);
if (offset) qglEnable(GL_POLYGON_OFFSET_FILL);
else qglDisable(GL_POLYGON_OFFSET_FILL);
if (scissor) qglEnable(GL_SCISSOR_TEST);
else qglDisable(GL_SCISSOR_TEST);
if (stencil) qglEnable(GL_STENCIL_TEST);
else qglDisable(GL_STENCIL_TEST);
if (texture) qglEnable(GL_TEXTURE_2D);
else qglDisable(GL_TEXTURE_2D);
// Kill the texture
qglDeleteTextures(1, &texid);
}
/*********
SP_GetLanguageExt
Retuns the extension for the current language, or
english if the language is unknown.
*********/
char* SP_GetLanguageExt()
{
switch(XGetLanguage())
{
case XC_LANGUAGE_ENGLISH:
return "EN";
case XC_LANGUAGE_JAPANESE:
return "JA";
case XC_LANGUAGE_GERMAN:
return "GE";
case XC_LANGUAGE_SPANISH:
return "SP";
case XC_LANGUAGE_ITALIAN:
return "IT";
case XC_LANGUAGE_KOREAN:
return "KO";
case XC_LANGUAGE_TCHINESE:
return "CH";
case XC_LANGUAGE_PORTUGUESE:
return "PO";
default:
return "EN";
}
}
/*********
SP_LoadFileWithLanguage
Loads a screen with the appropriate language
*********/
void *SP_LoadFileWithLanguage(const char *name)
{
char fullname[MAX_QPATH];
void *buffer = NULL;
char *ext;
// get the language extension
ext = SP_GetLanguageExt();
// creat the fullpath name and try to load the texture
sprintf(fullname,"%s_%s." SP_TextureExt,name,ext);
buffer = SP_LoadFile(fullname);
if (!buffer)
{
sprintf(fullname, "%s." SP_TextureExt, name);
buffer = SP_LoadFile(fullname);
}
return buffer;
}
/*********
SP_LoadFile
*********/
void* SP_LoadFile(const char* name)
{
wfhandle_t h = WF_Open(name, true, false);
if (h < 0) return NULL;
if (WF_Seek(0, SEEK_END, h))
{
WF_Close(h);
return NULL;
}
int len = WF_Tell(h);
if (WF_Seek(0, SEEK_SET, h))
{
WF_Close(h);
return NULL;
}
void *buf = Z_Malloc(len, TAG_TEMP_WORKSPACE, false, 32);
if (WF_Read(buf, len, h) != len)
{
Z_Free(buf);
WF_Close(h);
return NULL;
}
WF_Close(h);
return buf;
}
/********
SP_DoLicense
Draws the license splash to the screen
*********/
void SP_DoLicense(void)
{
if( Sys_QuickStart() )
return;
// Load the license screen
void *license;
license = SP_LoadFileWithLanguage("d:\\base\\media\\LicenseScreen");
if (license)
{
for (int c = 0; c < 3; ++c)
{
SP_DrawTexture(license, 1024, 1024, -20.0);
}
Z_Free(license);
}
SP_LicenseDone = true;
}