raze/source/common/startscreen/startscreen.cpp
Christoph Oelckers 84173ee09b - backend update from GZDoom.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00

716 lines
22 KiB
C++

/*
** st_start.cpp
** Handles the startup screen.
**
**---------------------------------------------------------------------------
** Copyright 2006-2007 Randy Heit
** Copyright 2006-2022 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include "startscreen.h"
#include "filesystem.h"
#include "palutil.h"
#include "v_font.h"
#include "i_interface.h"
#include "startupinfo.h"
#include "m_argv.h"
#include "engineerrors.h"
#include "utf8.h"
#include "gstrings.h"
#include "printf.h"
#include "i_time.h"
#include "v_video.h"
#include "v_draw.h"
#include "g_input.h"
#include "texturemanager.h"
#include "gi.h"
// Text mode color values
enum{
LO = 85,
MD = 170,
HI = 255,
};
const RgbQuad TextModePalette[16] =
{
{ 0, 0, 0, 255 }, // 0 black
{ MD, 0, 0, 255 }, // 1 blue
{ 0, MD, 0, 255 }, // 2 green
{ MD, MD, 0, 255 }, // 3 cyan
{ 0, 0, MD, 255 }, // 4 red
{ MD, 0, MD, 255 }, // 5 magenta
{ 0, LO, MD, 255 }, // 6 brown
{ MD, MD, MD, 255 }, // 7 light gray
{ LO, LO, LO, 255 }, // 8 dark gray
{ HI, LO, LO, 255 }, // 9 light blue
{ LO, HI, LO, 255 }, // A light green
{ HI, HI, LO, 255 }, // B light cyan
{ LO, LO, HI, 255 }, // C light red
{ HI, LO, HI, 255 }, // D light magenta
{ LO, HI, HI, 255 }, // E yellow
{ HI, HI, HI, 255 }, // F white
};
static const uint16_t IBM437ToUnicode[] = {
0x0000, //#NULL
0x263a, //#START OF HEADING
0x263B, //#START OF TEXT
0x2665, //#END OF TEXT
0x2666, //#END OF TRANSMISSION
0x2663, //#ENQUIRY
0x2660, //#ACKNOWLEDGE
0x2022, //#BELL
0x25d8, //#BACKSPACE
0x25cb, //#HORIZONTAL TABULATION
0x25d9, //#LINE FEED
0x2642, //#VERTICAL TABULATION
0x2640, //#FORM FEED
0x266a, //#CARRIAGE RETURN
0x266b, //#SHIFT OUT
0x263c, //#SHIFT IN
0x25ba, //#DATA LINK ESCAPE
0x25c4, //#DEVICE CONTROL ONE
0x2195, //#DEVICE CONTROL TWO
0x203c, //#DEVICE CONTROL THREE
0x00b6, //#DEVICE CONTROL FOUR
0x00a7, //#NEGATIVE ACKNOWLEDGE
0x25ac, //#SYNCHRONOUS IDLE
0x21ab, //#END OF TRANSMISSION BLOCK
0x2191, //#CANCEL
0x2193, //#END OF MEDIUM
0x2192, //#SUBSTITUTE
0x2190, //#ESCAPE
0x221f, //#FILE SEPARATOR
0x2194, //#GROUP SEPARATOR
0x25b2, //#RECORD SEPARATOR
0x25bc, //#UNIT SEPARATOR
0x0020, //#SPACE
0x0021, //#EXCLAMATION MARK
0x0022, //#QUOTATION MARK
0x0023, //#NUMBER SIGN
0x0024, //#DOLLAR SIGN
0x0025, //#PERCENT SIGN
0x0026, //#AMPERSAND
0x0027, //#APOSTROPHE
0x0028, //#LEFT PARENTHESIS
0x0029, //#RIGHT PARENTHESIS
0x002a, //#ASTERISK
0x002b, //#PLUS SIGN
0x002c, //#COMMA
0x002d, //#HYPHEN-MINUS
0x002e, //#FULL STOP
0x002f, //#SOLIDUS
0x0030, //#DIGIT ZERO
0x0031, //#DIGIT ONE
0x0032, //#DIGIT TWO
0x0033, //#DIGIT THREE
0x0034, //#DIGIT FOUR
0x0035, //#DIGIT FIVE
0x0036, //#DIGIT SIX
0x0037, //#DIGIT SEVEN
0x0038, //#DIGIT EIGHT
0x0039, //#DIGIT NINE
0x003a, //#COLON
0x003b, //#SEMICOLON
0x003c, //#LESS-THAN SIGN
0x003d, //#EQUALS SIGN
0x003e, //#GREATER-THAN SIGN
0x003f, //#QUESTION MARK
0x0040, //#COMMERCIAL AT
0x0041, //#LATIN CAPITAL LETTER A
0x0042, //#LATIN CAPITAL LETTER B
0x0043, //#LATIN CAPITAL LETTER C
0x0044, //#LATIN CAPITAL LETTER D
0x0045, //#LATIN CAPITAL LETTER E
0x0046, //#LATIN CAPITAL LETTER F
0x0047, //#LATIN CAPITAL LETTER G
0x0048, //#LATIN CAPITAL LETTER H
0x0049, //#LATIN CAPITAL LETTER I
0x004a, //#LATIN CAPITAL LETTER J
0x004b, //#LATIN CAPITAL LETTER K
0x004c, //#LATIN CAPITAL LETTER L
0x004d, //#LATIN CAPITAL LETTER M
0x004e, //#LATIN CAPITAL LETTER N
0x004f, //#LATIN CAPITAL LETTER O
0x0050, //#LATIN CAPITAL LETTER P
0x0051, //#LATIN CAPITAL LETTER Q
0x0052, //#LATIN CAPITAL LETTER R
0x0053, //#LATIN CAPITAL LETTER S
0x0054, //#LATIN CAPITAL LETTER T
0x0055, //#LATIN CAPITAL LETTER U
0x0056, //#LATIN CAPITAL LETTER V
0x0057, //#LATIN CAPITAL LETTER W
0x0058, //#LATIN CAPITAL LETTER X
0x0059, //#LATIN CAPITAL LETTER Y
0x005a, //#LATIN CAPITAL LETTER Z
0x005b, //#LEFT SQUARE BRACKET
0x005c, //#REVERSE SOLIDUS
0x005d, //#RIGHT SQUARE BRACKET
0x005e, //#CIRCUMFLEX ACCENT
0x005f, //#LOW LINE
0x0060, //#GRAVE ACCENT
0x0061, //#LATIN SMALL LETTER A
0x0062, //#LATIN SMALL LETTER B
0x0063, //#LATIN SMALL LETTER C
0x0064, //#LATIN SMALL LETTER D
0x0065, //#LATIN SMALL LETTER E
0x0066, //#LATIN SMALL LETTER F
0x0067, //#LATIN SMALL LETTER G
0x0068, //#LATIN SMALL LETTER H
0x0069, //#LATIN SMALL LETTER I
0x006a, //#LATIN SMALL LETTER J
0x006b, //#LATIN SMALL LETTER K
0x006c, //#LATIN SMALL LETTER L
0x006d, //#LATIN SMALL LETTER M
0x006e, //#LATIN SMALL LETTER N
0x006f, //#LATIN SMALL LETTER O
0x0070, //#LATIN SMALL LETTER P
0x0071, //#LATIN SMALL LETTER Q
0x0072, //#LATIN SMALL LETTER R
0x0073, //#LATIN SMALL LETTER S
0x0074, //#LATIN SMALL LETTER T
0x0075, //#LATIN SMALL LETTER U
0x0076, //#LATIN SMALL LETTER V
0x0077, //#LATIN SMALL LETTER W
0x0078, //#LATIN SMALL LETTER X
0x0079, //#LATIN SMALL LETTER Y
0x007a, //#LATIN SMALL LETTER Z
0x007b, //#LEFT CURLY BRACKET
0x007c, //#VERTICAL LINE
0x007d, //#RIGHT CURLY BRACKET
0x007e, //#TILDE
0x2302, //#DELETE
0x00c7, //#LATIN CAPITAL LETTER C WITH CEDILLA
0x00fc, //#LATIN SMALL LETTER U WITH DIAERESIS
0x00e9, //#LATIN SMALL LETTER E WITH ACUTE
0x00e2, //#LATIN SMALL LETTER A WITH CIRCUMFLEX
0x00e4, //#LATIN SMALL LETTER A WITH DIAERESIS
0x00e0, //#LATIN SMALL LETTER A WITH GRAVE
0x00e5, //#LATIN SMALL LETTER A WITH RING ABOVE
0x00e7, //#LATIN SMALL LETTER C WITH CEDILLA
0x00ea, //#LATIN SMALL LETTER E WITH CIRCUMFLEX
0x00eb, //#LATIN SMALL LETTER E WITH DIAERESIS
0x00e8, //#LATIN SMALL LETTER E WITH GRAVE
0x00ef, //#LATIN SMALL LETTER I WITH DIAERESIS
0x00ee, //#LATIN SMALL LETTER I WITH CIRCUMFLEX
0x00ec, //#LATIN SMALL LETTER I WITH GRAVE
0x00c4, //#LATIN CAPITAL LETTER A WITH DIAERESIS
0x00c5, //#LATIN CAPITAL LETTER A WITH RING ABOVE
0x00c9, //#LATIN CAPITAL LETTER E WITH ACUTE
0x00e6, //#LATIN SMALL LIGATURE AE
0x00c6, //#LATIN CAPITAL LIGATURE AE
0x00f4, //#LATIN SMALL LETTER O WITH CIRCUMFLEX
0x00f6, //#LATIN SMALL LETTER O WITH DIAERESIS
0x00f2, //#LATIN SMALL LETTER O WITH GRAVE
0x00fb, //#LATIN SMALL LETTER U WITH CIRCUMFLEX
0x00f9, //#LATIN SMALL LETTER U WITH GRAVE
0x00ff, //#LATIN SMALL LETTER Y WITH DIAERESIS
0x00d6, //#LATIN CAPITAL LETTER O WITH DIAERESIS
0x00dc, //#LATIN CAPITAL LETTER U WITH DIAERESIS
0x00a2, //#CENT SIGN
0x00a3, //#POUND SIGN
0x00a5, //#YEN SIGN
0x20a7, //#PESETA SIGN
0x0192, //#LATIN SMALL LETTER F WITH HOOK
0x00e1, //#LATIN SMALL LETTER A WITH ACUTE
0x00ed, //#LATIN SMALL LETTER I WITH ACUTE
0x00f3, //#LATIN SMALL LETTER O WITH ACUTE
0x00fa, //#LATIN SMALL LETTER U WITH ACUTE
0x00f1, //#LATIN SMALL LETTER N WITH TILDE
0x00d1, //#LATIN CAPITAL LETTER N WITH TILDE
0x00aa, //#FEMININE ORDINAL INDICATOR
0x00ba, //#MASCULINE ORDINAL INDICATOR
0x00bf, //#INVERTED QUESTION MARK
0x2310, //#REVERSED NOT SIGN
0x00ac, //#NOT SIGN
0x00bd, //#VULGAR FRACTION ONE HALF
0x00bc, //#VULGAR FRACTION ONE QUARTER
0x00a1, //#INVERTED EXCLAMATION MARK
0x00ab, //#LEFT-POINTING DOUBLE ANGLE QUOTATION MARK
0x00bb, //#RIGHT-POINTING DOUBLE ANGLE QUOTATION MARK
0x2591, //#LIGHT SHADE
0x2592, //#MEDIUM SHADE
0x2593, //#DARK SHADE
0x2502, //#BOX DRAWINGS LIGHT VERTICAL
0x2524, //#BOX DRAWINGS LIGHT VERTICAL AND LEFT
0x2561, //#BOX DRAWINGS VERTICAL SINGLE AND LEFT DOUBLE
0x2562, //#BOX DRAWINGS VERTICAL DOUBLE AND LEFT SINGLE
0x2556, //#BOX DRAWINGS DOWN DOUBLE AND LEFT SINGLE
0x2555, //#BOX DRAWINGS DOWN SINGLE AND LEFT DOUBLE
0x2563, //#BOX DRAWINGS DOUBLE VERTICAL AND LEFT
0x2551, //#BOX DRAWINGS DOUBLE VERTICAL
0x2557, //#BOX DRAWINGS DOUBLE DOWN AND LEFT
0x255d, //#BOX DRAWINGS DOUBLE UP AND LEFT
0x255c, //#BOX DRAWINGS UP DOUBLE AND LEFT SINGLE
0x255b, //#BOX DRAWINGS UP SINGLE AND LEFT DOUBLE
0x2510, //#BOX DRAWINGS LIGHT DOWN AND LEFT
0x2514, //#BOX DRAWINGS LIGHT UP AND RIGHT
0x2534, //#BOX DRAWINGS LIGHT UP AND HORIZONTAL
0x252c, //#BOX DRAWINGS LIGHT DOWN AND HORIZONTAL
0x251c, //#BOX DRAWINGS LIGHT VERTICAL AND RIGHT
0x2500, //#BOX DRAWINGS LIGHT HORIZONTAL
0x253c, //#BOX DRAWINGS LIGHT VERTICAL AND HORIZONTAL
0x255e, //#BOX DRAWINGS VERTICAL SINGLE AND RIGHT DOUBLE
0x255f, //#BOX DRAWINGS VERTICAL DOUBLE AND RIGHT SINGLE
0x255a, //#BOX DRAWINGS DOUBLE UP AND RIGHT
0x2554, //#BOX DRAWINGS DOUBLE DOWN AND RIGHT
0x2569, //#BOX DRAWINGS DOUBLE UP AND HORIZONTAL
0x2566, //#BOX DRAWINGS DOUBLE DOWN AND HORIZONTAL
0x2560, //#BOX DRAWINGS DOUBLE VERTICAL AND RIGHT
0x2550, //#BOX DRAWINGS DOUBLE HORIZONTAL
0x256c, //#BOX DRAWINGS DOUBLE VERTICAL AND HORIZONTAL
0x2567, //#BOX DRAWINGS UP SINGLE AND HORIZONTAL DOUBLE
0x2568, //#BOX DRAWINGS UP DOUBLE AND HORIZONTAL SINGLE
0x2564, //#BOX DRAWINGS DOWN SINGLE AND HORIZONTAL DOUBLE
0x2565, //#BOX DRAWINGS DOWN DOUBLE AND HORIZONTAL SINGLE
0x2559, //#BOX DRAWINGS UP DOUBLE AND RIGHT SINGLE
0x2558, //#BOX DRAWINGS UP SINGLE AND RIGHT DOUBLE
0x2552, //#BOX DRAWINGS DOWN SINGLE AND RIGHT DOUBLE
0x2553, //#BOX DRAWINGS DOWN DOUBLE AND RIGHT SINGLE
0x256b, //#BOX DRAWINGS VERTICAL DOUBLE AND HORIZONTAL SINGLE
0x256a, //#BOX DRAWINGS VERTICAL SINGLE AND HORIZONTAL DOUBLE
0x2518, //#BOX DRAWINGS LIGHT UP AND LEFT
0x250c, //#BOX DRAWINGS LIGHT DOWN AND RIGHT
0x2588, //#FULL BLOCK
0x2584, //#LOWER HALF BLOCK
0x258c, //#LEFT HALF BLOCK
0x2590, //#RIGHT HALF BLOCK
0x2580, //#UPPER HALF BLOCK
0x03b1, //#GREEK SMALL LETTER ALPHA
0x00df, //#LATIN SMALL LETTER SHARP S
0x0393, //#GREEK CAPITAL LETTER GAMMA
0x03c0, //#GREEK SMALL LETTER PI
0x03a3, //#GREEK CAPITAL LETTER SIGMA
0x03c3, //#GREEK SMALL LETTER SIGMA
0x00b5, //#MICRO SIGN
0x03c4, //#GREEK SMALL LETTER TAU
0x03a6, //#GREEK CAPITAL LETTER PHI
0x0398, //#GREEK CAPITAL LETTER THETA
0x03a9, //#GREEK CAPITAL LETTER OMEGA
0x03b4, //#GREEK SMALL LETTER DELTA
0x221e, //#INFINITY
0x03c6, //#GREEK SMALL LETTER PHI
0x03b5, //#GREEK SMALL LETTER EPSILON
0x2229, //#INTERSECTION
0x2261, //#IDENTICAL TO
0x00b1, //#PLUS-MINUS SIGN
0x2265, //#GREATER-THAN OR EQUAL TO
0x2264, //#LESS-THAN OR EQUAL TO
0x2320, //#TOP HALF INTEGRAL
0x2321, //#BOTTOM HALF INTEGRAL
0x00f7, //#DIVISION SIGN
0x2248, //#ALMOST EQUAL TO
0x00b0, //#DEGREE SIGN
0x2219, //#BULLET OPERATOR
0x00b7, //#MIDDLE DOT
0x221a, //#SQUARE ROOT
0x207f, //#SUPERSCRIPT LATIN SMALL LETTER N
0x00b2, //#SUPERSCRIPT TWO
0x25a0, //#BLACK SQUARE
0x00a0, //#NO-BREAK SPACE
};
FStartScreen* CreateHexenStartScreen(int max_progress);
FStartScreen* CreateHereticStartScreen(int max_progress);
FStartScreen* CreateStrifeStartScreen(int max_progress);
FStartScreen* CreateGenericStartScreen(int max_progress);
FStartScreen* GetGameStartScreen(int max_progress)
{
if (!Args->CheckParm("-nostartup"))
{
try
{
if (GameStartupInfo.Type == FStartupInfo::HexenStartup)
{
return CreateHexenStartScreen(max_progress);
}
else if (GameStartupInfo.Type == FStartupInfo::HereticStartup)
{
return CreateHereticStartScreen(max_progress);
}
else if (GameStartupInfo.Type == FStartupInfo::StrifeStartup)
{
return CreateStrifeStartScreen(max_progress);
}
}
catch(const CRecoverableError& err)
{
Printf("Error creating start screen: %s\n", err.what());
// fall through to the generic startup screen
}
//return CreateGenericStartScreen(max_progress);
}
return nullptr;
}
//==========================================================================
//
// ST_Util_ClearBlock
//
//==========================================================================
void FStartScreen::ClearBlock(FBitmap& bitmap_info, RgbQuad fill, int x, int y, int bytewidth, int height)
{
int destpitch = bitmap_info.GetWidth();
auto dest = (RgbQuad*)(bitmap_info.GetPixels()) + x + y * destpitch;
while (height > 0)
{
for(int i = 0; i < bytewidth; i++)
{
dest[i] = fill;
}
dest += destpitch;
height--;
}
}
//==========================================================================
//
// ST_Util_DrawTextScreen
//
// Draws the text screen to the bitmap. The bitmap must be the proper size
// for the font.
//
//==========================================================================
void FStartScreen::DrawTextScreen(FBitmap& bitmap_info, const uint8_t* text_screen)
{
int x, y;
for (y = 0; y < 25; ++y)
{
for (x = 0; x < 80; ++x)
{
DrawChar(bitmap_info, x, y, IBM437ToUnicode[text_screen[0]], text_screen[1]);
text_screen += 2;
}
}
}
//==========================================================================
//
// ST_Util_DrawChar
//
// Draws a character on the bitmap. X and Y specify the character cell,
// and fg and bg are 4-bit colors.
//
//==========================================================================
uint8_t* GetHexChar(int codepoint);
int FStartScreen::DrawChar(FBitmap& screen, double x, double y, unsigned charnum, RgbQuad fg, RgbQuad bg)
{
if (x < 0 || y < 0 || y >= screen.GetHeight() - 16) return 1;
static const uint8_t space[17] = { 16 };
const RgbQuad color_array[4] = { bg, fg };
const uint8_t* src = GetHexChar(charnum);
if (!src) src = space;
int size = (*src++) == 32? 2 : 1;
if (x > (screen.GetWidth() >> 3) - size) return size;
int pitch = screen.GetWidth();
RgbQuad* dest = (RgbQuad*)screen.GetPixels() + int(x * 8) + int(y * 16) * pitch;
for (y = 0; y <16; ++y)
{
uint8_t srcbyte = *src++;
dest[0] = color_array[(srcbyte >> 7) & 1];
dest[1] = color_array[(srcbyte >> 6) & 1];
dest[2] = color_array[(srcbyte >> 5) & 1];
dest[3] = color_array[(srcbyte >> 4) & 1];
dest[4] = color_array[(srcbyte >> 3) & 1];
dest[5] = color_array[(srcbyte >> 2) & 1];
dest[6] = color_array[(srcbyte >> 1) & 1];
dest[7] = color_array[(srcbyte) & 1];
if (size == 16)
{
srcbyte = *src++;
dest[8] = color_array[(srcbyte >> 7) & 1];
dest[9] = color_array[(srcbyte >> 6) & 1];
dest[10] = color_array[(srcbyte >> 5) & 1];
dest[11] = color_array[(srcbyte >> 4) & 1];
dest[12] = color_array[(srcbyte >> 3) & 1];
dest[13] = color_array[(srcbyte >> 2) & 1];
dest[14] = color_array[(srcbyte >> 1) & 1];
dest[15] = color_array[(srcbyte) & 1];
}
dest += pitch;
}
return size;
}
int FStartScreen::DrawChar(FBitmap& screen, double x, double y, unsigned charnum, uint8_t attrib)
{
const uint8_t bg = (attrib & 0x70) >> 4;
const uint8_t fg = attrib & 0x0F;
auto bgc = TextModePalette[bg], fgc = TextModePalette[fg];
return DrawChar(screen, x, y, charnum, fgc, bgc);
}
int FStartScreen::DrawString(FBitmap& screen, double x, double y, const char* text, RgbQuad fg, RgbQuad bg)
{
double oldx = x;
auto str = (const uint8_t*)text;
while (auto chr = GetCharFromString(str))
{
x += DrawChar(screen, x, y, chr, fg, bg);
}
return int(x - oldx);
}
//==========================================================================
//
// SizeOfText
//
// returns width in pixels
//
//==========================================================================
int FStartScreen::SizeOfText(const char* text)
{
int len = 0;
const uint8_t* utext = (uint8_t*)text;
while(auto code = GetCharFromString(utext))
{
const uint8_t* src = GetHexChar(code);
if (src && *src == 32) len += 2;
else len ++;
}
return len;
}
//==========================================================================
//
// ST_Util_UpdateTextBlink
//
// Draws the parts of the text screen that blink to the bitmap. The bitmap
// must be the proper size for the font.
//
//==========================================================================
void FStartScreen::UpdateTextBlink(FBitmap& bitmap_info, const uint8_t* text_screen, bool on)
{
int x, y;
for (y = 0; y < 25; ++y)
{
for (x = 0; x < 80; ++x)
{
if (text_screen[1] & 0x80)
{
DrawChar(bitmap_info, x, y, on ? IBM437ToUnicode[text_screen[0]] : ' ', text_screen[1]);
}
text_screen += 2;
}
}
}
//==========================================================================
//
// ST_Sound
//
// plays a sound on the start screen
//
//==========================================================================
void FStartScreen::ST_Sound(const char* sndname)
{
if (sysCallbacks.PlayStartupSound)
sysCallbacks.PlayStartupSound(sndname);
}
//==========================================================================
//
// CreateHeader
//
// creates a bitmap for the title header
//
//==========================================================================
void FStartScreen::CreateHeader()
{
HeaderBitmap.Create(StartupBitmap.GetWidth() * Scale, 2 * 16);
RgbQuad bcolor, fcolor;
bcolor.rgbRed = RPART(GameStartupInfo.BkColor);
bcolor.rgbGreen = GPART(GameStartupInfo.BkColor);
bcolor.rgbBlue = BPART(GameStartupInfo.BkColor);
bcolor.rgbReserved = 255;
fcolor.rgbRed = RPART(GameStartupInfo.FgColor);
fcolor.rgbGreen = GPART(GameStartupInfo.FgColor);
fcolor.rgbBlue = BPART(GameStartupInfo.FgColor);
fcolor.rgbReserved = 255;
ClearBlock(HeaderBitmap, bcolor, 0, 0, HeaderBitmap.GetWidth(), HeaderBitmap.GetHeight());
int textlen = SizeOfText(GameStartupInfo.Name);
DrawString(HeaderBitmap, (HeaderBitmap.GetWidth() >> 4) - (textlen >> 1), 0.5, GameStartupInfo.Name, fcolor, bcolor);
NetBitmap.Create(StartupBitmap.GetWidth() * Scale, 16);
}
//==========================================================================
//
// DrawNetStatus
//
// Draws network status into the last line of the startup screen.
//
//==========================================================================
void FStartScreen::DrawNetStatus(int found, int total)
{
RgbQuad black = { 0, 0, 0, 255 };
RgbQuad gray = { 100, 100, 100, 255 };
ClearBlock(NetBitmap, black, 0, NetBitmap.GetHeight() - 16, NetBitmap.GetWidth(), 16);
DrawString(NetBitmap, 0, 0, NetMessageString, gray, black);
char of[10];
mysnprintf(of, 10, "%d/%d", found, total);
int siz = SizeOfText(of);
DrawString(NetBitmap, (NetBitmap.GetWidth() >> 3) - siz, 0, of, gray, black);
}
//==========================================================================
//
// NetInit
//
// sets network status message
//
//==========================================================================
bool FStartScreen::NetInit(const char* message, int numplayers)
{
NetMaxPos = numplayers;
NetCurPos = 0;
NetMessageString.Format("%s %s", message, GStrings("TXT_NET_PRESSESC"));
NetProgress(1); // You always know about yourself
return true;
}
//==========================================================================
//
// Progress
//
// advances the progress bar
//
//==========================================================================
bool FStartScreen::DoProgress(int advance)
{
CurPos = min(CurPos + advance, MaxPos);
return true;
}
void FStartScreen::DoNetProgress(int count)
{
if (count == 0)
{
NetCurPos++;
}
else if (count > 0)
{
NetCurPos = count;
}
NetTexture->CleanHardwareData();
}
bool FStartScreen::Progress(int advance)
{
bool done = DoProgress(advance);
Render();
return done;
}
void FStartScreen::NetProgress(int count)
{
DoNetProgress(count);
Render();
}
void FStartScreen::Render(bool force)
{
auto nowtime = I_msTime();
// Do not refresh too often. This function gets called a lot more frequently than the screen can update.
if (nowtime - screen->FrameTime > 30 || force)
{
screen->FrameTime = nowtime;
screen->BeginFrame();
twod->ClearClipRect();
I_GetEvent();
ValidateTexture();
float displaywidth;
float displayheight;
twod->Begin(screen->GetWidth(), screen->GetHeight());
// At this point the shader for untextured rendering has not been loaded yet, so we got to clear the screen by rendering a texture with black color.
DrawTexture(twod, StartupTexture, 0, 0, DTA_VirtualWidthF, StartupTexture->GetDisplayWidth(), DTA_VirtualHeightF, StartupTexture->GetDisplayHeight(), DTA_KeepRatio, true, DTA_Color, PalEntry(255,0,0,0), TAG_END);
if (HeaderTexture)
{
displaywidth = HeaderTexture->GetDisplayWidth();
displayheight = HeaderTexture->GetDisplayHeight() + StartupTexture->GetDisplayHeight();
DrawTexture(twod, HeaderTexture, 0, 0, DTA_VirtualWidthF, displaywidth, DTA_VirtualHeightF, displayheight, TAG_END);
DrawTexture(twod, StartupTexture, 0, 32, DTA_VirtualWidthF, displaywidth, DTA_VirtualHeightF, displayheight, TAG_END);
if (NetMaxPos >= 0) DrawTexture(twod, NetTexture, 0, displayheight - 16, DTA_VirtualWidthF, displaywidth, DTA_VirtualHeightF, displayheight, TAG_END);
}
else
{
displaywidth = StartupTexture->GetDisplayWidth();
displayheight = StartupTexture->GetDisplayHeight();
DrawTexture(twod, StartupTexture, 0, 0, DTA_VirtualWidthF, displaywidth, DTA_VirtualHeightF, displayheight, TAG_END);
}
twod->End();
screen->Update();
twod->OnFrameDone();
}
}
FImageSource* CreateStartScreenTexture(FBitmap& srcdata);
void FStartScreen::ValidateTexture()
{
if (StartupTexture == nullptr)
{
auto imgsource = CreateStartScreenTexture(StartupBitmap);
StartupTexture = MakeGameTexture(new FImageTexture(imgsource), nullptr, ETextureType::Override);
StartupTexture->SetScale(1.f / Scale, 1.f / Scale);
}
if (HeaderTexture == nullptr && HeaderBitmap.GetWidth() > 0)
{
auto imgsource = CreateStartScreenTexture(HeaderBitmap);
HeaderTexture = MakeGameTexture(new FImageTexture(imgsource), nullptr, ETextureType::Override);
}
if (NetTexture == nullptr && NetBitmap.GetWidth() > 0)
{
auto imgsource = CreateStartScreenTexture(NetBitmap);
NetTexture = MakeGameTexture(new FImageTexture(imgsource), nullptr, ETextureType::Override);
}
}