raze/source/common/startscreen/startscreen.h

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#pragma once
/*
** st_start.h
** Interface for the startup screen.
**
**---------------------------------------------------------------------------
** Copyright 2006-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
#pragma once
** The startup screen interface is based on a mix of Heretic and Hexen.
** Actual implementation is system-specific.
*/
#include <stdint.h>
#include <functional>
#include "bitmap.h"
class FGameTexture;
struct RgbQuad
{
uint8_t rgbBlue;
uint8_t rgbGreen;
uint8_t rgbRed;
uint8_t rgbReserved;
};
extern const RgbQuad TextModePalette[16];
class FStartScreen
{
protected:
int CurPos = 0;
int MaxPos;
int Scale = 1;
int NetMaxPos = -1;
int NetCurPos = 0;
FBitmap StartupBitmap;
FBitmap HeaderBitmap;
FBitmap NetBitmap;
FString NetMessageString;
FGameTexture* StartupTexture = nullptr;
FGameTexture* HeaderTexture = nullptr;
FGameTexture* NetTexture = nullptr;
public:
FStartScreen(int maxp) { MaxPos = maxp; }
virtual ~FStartScreen() = default;
void Render(bool force = false);
bool Progress(int);
void NetProgress(int count);
virtual void LoadingStatus(const char *message, int colors) {}
virtual void AppendStatusLine(const char *status) {}
virtual bool NetInit(const char* message, int numplayers);
virtual void NetDone() {}
virtual void NetTick() {}
FBitmap& GetBitmap() { return StartupBitmap; }
int GetScale() const { return Scale; }
protected:
void ClearBlock(FBitmap& bitmap_info, RgbQuad fill, int x, int y, int bytewidth, int height);
FBitmap AllocTextBitmap();
void DrawTextScreen(FBitmap& bitmap_info, const uint8_t* text_screen);
int DrawChar(FBitmap& screen, double x, double y, unsigned charnum, uint8_t attrib);
int DrawChar(FBitmap& screen, double x, double y, unsigned charnum, RgbQuad fg, RgbQuad bg);
int DrawString(FBitmap& screen, double x, double y, const char* text, RgbQuad fg, RgbQuad bg);
void UpdateTextBlink(FBitmap& bitmap_info, const uint8_t* text_screen, bool on);
void ST_Sound(const char* sndname);
int SizeOfText(const char* text);
void CreateHeader();
void DrawNetStatus(int found, int total);
void ValidateTexture();
virtual bool DoProgress(int);
virtual void DoNetProgress(int count);
};
FStartScreen* GetGameStartScreen(int max_progress);
extern void ST_Endoom();