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flightgear/src/Main/splash.cxx

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// splash.cxx -- draws the initial splash screen
//
// Written by Curtis Olson, started July 1998. (With a little looking
// at Freidemann's panel code.) :-)
//
// Copyright (C) 1997 Michele F. America - nomimarketing@mail.telepac.pt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
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# include <windows.h>
#endif
#include <string.h>
#include <plib/pu.h>
#include <simgear/compiler.h>
#include SG_GLU_H
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#include <simgear/debug/logstream.hxx>
#include <simgear/screen/texture.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
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#include <GUI/new_gui.hxx>
#include "globals.hxx"
#include "fg_props.hxx"
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#include "splash.hxx"
#include "fg_os.hxx"
#include "renderer.hxx"
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static const char *progress_text = 0;
static SGTexture *splash = new SGTexture;
SGPropertyNode_ptr style = 0;
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// Initialize the splash screen
void fgSplashInit ( const char *splash_texture ) {
fgRequestRedraw();
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SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
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style = fgGetNode("/sim/gui/style[0]", true);
if (!fgGetBool("/sim/startup/splash-screen"))
return;
splash->bind();
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SGPath tpath( globals->get_fg_root() );
if (splash_texture == NULL || !strcmp(splash_texture, "")) {
// load in the texture data
int num = (int)(sg_random() * 5.0 + 1.0);
char num_str[5];
snprintf(num_str, 4, "%d", num);
tpath.append( "Textures/Splash" );
tpath.concat( num_str );
tpath.concat( ".rgb" );
} else
tpath.append( splash_texture );
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splash->read_rgba_texture(tpath.c_str());
if (!splash->usable())
{
// Try compressed
SGPath fg_tpath = tpath;
fg_tpath.concat( ".gz" );
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splash->read_rgba_texture(fg_tpath.c_str());
if ( !splash->usable() )
{
SG_LOG( SG_GENERAL, SG_ALERT,
"Error in loading splash screen texture " << tpath.str() );
exit(-1);
}
}
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splash->select();
}
void fgSplashExit ()
{
delete splash;
splash = 0;
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}
void fgSplashProgress ( const char *s )
{
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progress_text = s;
fgRequestRedraw();
}
// Update the splash screen with alpha specified from 0.0 to 1.0
void fgSplashUpdate ( float alpha ) {
const int EMPTYSPACE = 80;
int screen_width = fgGetInt("/sim/startup/xsize", 0);
int screen_height = fgGetInt("/sim/startup/ysize", 0);
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if (!screen_width || !screen_height)
return;
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globals->get_renderer()->resize(screen_width, screen_height);
int size = screen_width < (screen_height - EMPTYSPACE)
? screen_width : screen_height - EMPTYSPACE;
if (size > 512)
size = 512;
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int xmin, ymin, xmax, ymax;
xmin = (screen_width - size) / 2;
xmax = xmin + size;
ymin = (screen_height - size) / 2;
ymax = ymin + size;
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glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, screen_width, 0, screen_height);
glViewport(0, 0, screen_width, screen_height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
// draw the background
FGColor c(0.0, 0.0, 0.0);
c.merge(style->getNode("colors/splash-screen"));
glColor4f(c.red(), c.green(), c.blue(), alpha );
glBegin(GL_POLYGON);
glVertex2f(0.0, 0.0);
glVertex2f(screen_width, 0.0);
glVertex2f(screen_width, screen_height);
glVertex2f(0.0, screen_height);
glEnd();
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glAlphaFunc(GL_GREATER, 0.1f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// now draw the logo
if (fgGetBool("/sim/startup/splash-screen", true)) {
glEnable(GL_TEXTURE_2D);
splash->bind();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f( 1.0, 1.0, 1.0, alpha );
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
glEnd();
glDisable(GL_TEXTURE_2D);
}
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if (progress_text && fgGetBool("/sim/startup/splash-progress", true)) {
puFont *fnt = globals->get_fontcache()->get(style->getNode("fonts/splash"));
FGColor c(1.0, 0.9, 0.0);
c.merge(style->getNode("colors/splash-font"));
glColor4f(c.red(), c.green(), c.blue(), alpha);
float height = fnt->getStringHeight("/M$");
float descender = fnt->getStringDescender();
float width = fnt->getFloatStringWidth(progress_text);
fnt->drawString(progress_text, int((screen_width - width) / 2), int(10 + descender));
const char *title = fgGetString("/sim/startup/splash-title", "");
width = fnt->getFloatStringWidth(title);
fnt->drawString(title, int((screen_width - width) / 2), int(screen_height - 10 - height));
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
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glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
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}