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2ffdf3d0e1
Mainly quaternion math and sound system cleanup.
106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
#pragma once
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/*
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** st_start.h
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** Interface for the startup screen.
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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#pragma once
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** The startup screen interface is based on a mix of Heretic and Hexen.
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** Actual implementation is system-specific.
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*/
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#include <stdint.h>
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#include <functional>
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#include "bitmap.h"
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#include "zstring.h"
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class FGameTexture;
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struct RgbQuad
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{
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uint8_t rgbBlue;
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uint8_t rgbGreen;
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uint8_t rgbRed;
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uint8_t rgbReserved;
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};
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extern const RgbQuad TextModePalette[16];
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class FStartScreen
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{
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protected:
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int CurPos = 0;
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int MaxPos;
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int Scale = 1;
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int NetMaxPos = -1;
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int NetCurPos = 0;
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FBitmap StartupBitmap;
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FBitmap HeaderBitmap;
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FBitmap NetBitmap;
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FString NetMessageString;
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FGameTexture* StartupTexture = nullptr;
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FGameTexture* HeaderTexture = nullptr;
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FGameTexture* NetTexture = nullptr;
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public:
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FStartScreen(int maxp) { MaxPos = maxp; }
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virtual ~FStartScreen() = default;
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void Render(bool force = false);
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bool Progress(int);
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void NetProgress(int count);
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virtual void LoadingStatus(const char *message, int colors) {}
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virtual void AppendStatusLine(const char *status) {}
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virtual bool NetInit(const char* message, int numplayers);
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virtual void NetDone() {}
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virtual void NetTick() {}
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FBitmap& GetBitmap() { return StartupBitmap; }
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int GetScale() const { return Scale; }
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protected:
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void ClearBlock(FBitmap& bitmap_info, RgbQuad fill, int x, int y, int bytewidth, int height);
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FBitmap AllocTextBitmap();
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void DrawTextScreen(FBitmap& bitmap_info, const uint8_t* text_screen);
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int DrawChar(FBitmap& screen, double x, double y, unsigned charnum, uint8_t attrib);
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int DrawChar(FBitmap& screen, double x, double y, unsigned charnum, RgbQuad fg, RgbQuad bg);
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int DrawString(FBitmap& screen, double x, double y, const char* text, RgbQuad fg, RgbQuad bg);
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void UpdateTextBlink(FBitmap& bitmap_info, const uint8_t* text_screen, bool on);
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void ST_Sound(const char* sndname);
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int SizeOfText(const char* text);
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void CreateHeader();
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void DrawNetStatus(int found, int total);
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void ValidateTexture();
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virtual bool DoProgress(int);
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virtual void DoNetProgress(int count);
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};
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FStartScreen* GetGameStartScreen(int max_progress);
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[[noreturn]]
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void ST_Endoom();
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