- platform independent classes for start screen rendering.
These use the internal 2D drawer. Not hooked up yet.
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9 changed files with 1765 additions and 46 deletions
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src/common/startscreen/startscreen_strife.cpp
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src/common/startscreen/startscreen_strife.cpp
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/*
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** st_start.cpp
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** Handles the startup screen.
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2007 Randy Heit
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** Copyright 2006-2022 Christoph Oelckers
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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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*/
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#include "startscreen.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "image.h"
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#include "palettecontainer.h"
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// Strife startup screen
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#define PEASANT_INDEX 0
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#define LASER_INDEX 4
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#define BOT_INDEX 6
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#define ST_LASERSPACE_X 60
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#define ST_LASERSPACE_Y 156
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#define ST_LASERSPACE_WIDTH 200
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#define ST_LASER_WIDTH 16
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#define ST_LASER_HEIGHT 16
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#define ST_BOT_X 14
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#define ST_BOT_Y 138
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#define ST_BOT_WIDTH 48
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#define ST_BOT_HEIGHT 48
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#define ST_PEASANT_X 262
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#define ST_PEASANT_Y 136
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#define ST_PEASANT_WIDTH 32
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#define ST_PEASANT_HEIGHT 64
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static const char* StrifeStartupPicNames[] =
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{
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"STRTPA1", "STRTPB1", "STRTPC1", "STRTPD1",
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"STRTLZ1", "STRTLZ2",
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"STRTBOT",
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"STARTUP0"
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};
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class FStrifeStartScreen : public FStartScreen
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{
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public:
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FStrifeStartScreen(int max_progress);
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bool DoProgress(int) override;
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protected:
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void DrawStuff(int old_laser, int new_laser);
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FBitmap StartupPics[4+2+1+1];
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int NotchPos = 0;
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};
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//==========================================================================
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//
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// FStrifeStartScreen Constructor
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//
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// Shows the Strife startup screen. If the screen doesn't appear to be
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// valid, it returns a failure code in hr.
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//
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// The startup background is a raw 320x200 image, however Strife only
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// actually uses 95 rows from it, starting at row 57. The rest of the image
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// is discarded. (What a shame.)
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//
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// The peasants are raw 32x64 images. The laser dots are raw 16x16 images.
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// The bot is a raw 48x48 image. All use the standard PLAYPAL.
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//
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//==========================================================================
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FStrifeStartScreen::FStrifeStartScreen(int max_progress)
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: FStartScreen(max_progress)
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{
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// at this point we do not have a working texture manager yet, so we have to do the lookup via the file system
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int startup_lump = fileSystem.CheckNumForName("STARTUP0");
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if (startup_lump < 0)
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{
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I_Error("bad startscreen assets");
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}
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StartupBitmap.Create(320, 200);
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// Load the animated overlays.
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for (size_t i = 0; i < countof(StrifeStartupPicNames); ++i)
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{
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int lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i], ns_graphics);
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if (lumpnum < 0) lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i]);
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if (lumpnum >= 0)
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{
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auto lumpr1 = FImageSource::GetImage(lumpnum, false);
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if (lumpr1) StartupPics[i] = lumpr1->GetCachedBitmap(nullptr, FImageSource::normal);
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}
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}
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if (StartupPics[7].GetWidth() != 320 || StartupPics[7].GetHeight() != 200)
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{
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I_Error("bad startscreen assets");
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}
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// Make the startup image appear.
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DrawStuff(0, 0);
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Scale = 2;
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CreateHeader();
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}
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//==========================================================================
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//
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// FStrifeStartScreen :: Progress
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//
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// Bumps the progress meter one notch.
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//
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//==========================================================================
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bool FStrifeStartScreen::DoProgress(int advance)
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{
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int notch_pos;
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if (CurPos < MaxPos)
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{
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notch_pos = ((CurPos + 1) * (ST_LASERSPACE_WIDTH - ST_LASER_WIDTH)) / MaxPos;
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if (notch_pos != NotchPos && !(notch_pos & 1))
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{ // Time to update.
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DrawStuff(NotchPos, notch_pos);
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NotchPos = notch_pos;
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}
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}
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return FStartScreen::DoProgress(advance);
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}
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//==========================================================================
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//
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// FStrifeStartScreen :: DrawStuff
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//
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// Draws all the moving parts of Strife's startup screen. If you're
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// running off a slow drive, it can look kind of good. Otherwise, it
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// borders on crazy insane fast.
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//
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//==========================================================================
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void FStrifeStartScreen::DrawStuff(int old_laser, int new_laser)
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{
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int y;
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// Clear old laser
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StartupBitmap.Blit(0, 0, StartupPics[7]);
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// Draw new laser
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auto& lp = StartupPics[LASER_INDEX + (new_laser & 1)];
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StartupBitmap.Blit(ST_LASERSPACE_X + new_laser, ST_LASERSPACE_Y, lp);
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// The bot jumps up and down like crazy.
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y = max(0, (new_laser >> 1) % 5 - 2);
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StartupBitmap.Blit(ST_BOT_X, ST_BOT_Y + y, StartupPics[BOT_INDEX]);
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// The peasant desperately runs in place, trying to get away from the laser.
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// Yet, despite all his limb flailing, he never manages to get anywhere.
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auto& pp = StartupPics[PEASANT_INDEX + ((new_laser >> 1) & 3)];
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StartupBitmap.Blit(ST_PEASANT_X, ST_PEASANT_Y, pp);
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}
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FStartScreen* CreateStrifeStartScreen(int max_progress)
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{
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return new FStrifeStartScreen(max_progress);
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}
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