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- Adding blinky text to the ENDOOM screen.
SVN r507 (trunk)
This commit is contained in:
parent
1f242fa79e
commit
97ad5a0d6b
3 changed files with 181 additions and 125 deletions
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@ -1,3 +1,6 @@
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March 28, 2007
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- Adding blinky text to the ENDOOM screen.
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March 24, 2007
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- Changed MakeKey's hash algorithm from a CRC32 to Paul Hsieh's SuperFastHash.
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@ -104,6 +104,12 @@
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#define TEXT_FONT_NAME "vga-rom-font.16"
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// How many ms elapse between blinking text flips. On a standard VGA
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// adapter, the characters are on for 16 frames and then off for another 16.
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// The number here therefore corresponds roughly to the blink rate on a
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// 60 Hz display.
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#define BLINK_PERIOD 267
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// TYPES -------------------------------------------------------------------
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class FBasicStartupScreen : public FStartupScreen
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@ -186,6 +192,7 @@ BYTE *ST_Util_LoadFont (const char *filename);
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void ST_Util_FreeFont (BYTE *font);
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BITMAPINFO *ST_Util_AllocTextBitmap (const BYTE *font);
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void ST_Util_DrawTextScreen (BITMAPINFO *bitmap_info, const BYTE *text_screen, const BYTE *font);
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void ST_Util_UpdateTextBlink (BITMAPINFO *bitmap_info, const BYTE *text_screen, const BYTE *font, bool blink_on);
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void ST_Util_DrawChar (BITMAPINFO *screen, const BYTE *font, int x, int y, BYTE charnum, BYTE attrib);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -1092,6 +1099,8 @@ void ST_Endoom()
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BYTE *font;
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MSG mess;
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BOOL bRet;
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bool blinking = false, blinkstate = false;
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int i;
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if (endoom_lump < 0 || Wads.LumpLength (endoom_lump) != 4000)
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{
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@ -1125,7 +1134,6 @@ void ST_Endoom()
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// Draw the loading screen to a bitmap.
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StartupBitmap = ST_Util_AllocTextBitmap (font);
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ST_Util_DrawTextScreen (StartupBitmap, endoom_screen, font);
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ST_Util_FreeFont (font);
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// Make the title banner go away.
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if (GameTitleWindow != NULL)
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@ -1138,20 +1146,38 @@ void ST_Endoom()
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LayoutMainWindow (Window, NULL);
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InvalidateRect (StartupScreen, NULL, TRUE);
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// Wait until any key has been pressed or a quit message has been received
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while ((bRet = GetMessage(&mess, NULL, 0, 0)) != 0)
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// Does this screen need blinking?
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for (i = 0; i < 80*25; ++i)
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{
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if (bRet == 0) // Received WM_QUIT
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if (endoom_screen[1+i*2] & 0x80)
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{
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exit (int(mess.wParam));
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blinking = true;
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break;
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}
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else if (bRet != -1)
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}
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if (blinking && SetTimer (Window, 0x5A15A, BLINK_PERIOD, NULL) == 0)
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{
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blinking = false;
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}
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// Wait until any key has been pressed or a quit message has been received
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for (;;)
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{
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bRet = GetMessage (&mess, NULL, 0, 0);
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if (bRet == 0 || bRet == -1 || // bRet == 0 means we received WM_QUIT
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mess.message == WM_KEYDOWN || mess.message == WM_SYSKEYDOWN || mess.message == WM_LBUTTONDOWN)
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{
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if (mess.message == WM_KEYDOWN || mess.message == WM_SYSKEYDOWN || mess.message == WM_LBUTTONDOWN)
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if (blinking)
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{
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exit (0);
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KillTimer (Window, 0x5A15A);
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}
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ST_Util_FreeFont (font);
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exit (int(bRet == 0 ? mess.wParam : 0));
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}
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else if (blinking && mess.message == WM_TIMER && mess.hwnd == Window && mess.wParam == 0x5A15A)
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{
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ST_Util_UpdateTextBlink (StartupBitmap, endoom_screen, font, blinkstate);
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blinkstate = !blinkstate;
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}
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TranslateMessage (&mess);
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DispatchMessage (&mess);
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@ -1550,11 +1576,11 @@ void ST_Util_DrawTextScreen (BITMAPINFO *bitmap_info, const BYTE *text_screen, c
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void ST_Util_DrawChar (BITMAPINFO *screen, const BYTE *font, int x, int y, BYTE charnum, BYTE attrib)
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{
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const BYTE bg_left = attrib & 0xF0;
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const BYTE bg_left = attrib & 0x70;
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const BYTE fg = attrib & 0x0F;
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const BYTE fg_left = fg << 4;
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const BYTE bg = bg_left >> 4;
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const BYTE color_array[4] = { bg_left | bg, attrib, fg_left | bg, fg_left | fg };
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const BYTE color_array[4] = { bg_left | bg, attrib & 0x7F, fg_left | bg, fg_left | fg };
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const BYTE *src = font + 1 + charnum * font[0];
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int pitch = screen->bmiHeader.biWidth >> 1;
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BYTE *dest = ST_Util_BitsForBitmap(screen) + x*4 + y * font[0] * pitch;
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@ -1574,3 +1600,30 @@ void ST_Util_DrawChar (BITMAPINFO *screen, const BYTE *font, int x, int y, BYTE
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dest += pitch;
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}
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}
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//==========================================================================
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//
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// ST_Util_UpdateTextBlink
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//
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// Draws the parts of the text screen that blink to the bitmap. The bitmap
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// must be the proper size for the font.
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//
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//==========================================================================
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void ST_Util_UpdateTextBlink (BITMAPINFO *bitmap_info, const BYTE *text_screen, const BYTE *font, bool on)
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{
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int x, y;
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for (y = 0; y < 25; ++y)
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{
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for (x = 0; x < 80; ++x)
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{
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if (text_screen[1] & 0x80)
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{
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ST_Util_DrawChar (bitmap_info, font, x, y, on ? text_screen[0] : ' ', text_screen[1]);
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ST_Util_InvalidateRect (Window, bitmap_info, x*8, y*font[0], x*8+8, y*font[0]+font[0]);
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}
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text_screen += 2;
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}
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}
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}
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