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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-11 15:41:48 +00:00

CSplashScreen integration

This commit is contained in:
Jack Andersen
2016-09-13 19:54:09 -10:00
parent 8b23c0538e
commit 1d8dfa3205
21 changed files with 409 additions and 118 deletions

View File

@@ -18,15 +18,83 @@ URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CColoredQuadFilter)
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha)
namespace MP1
{
CGameArchitectureSupport::CGameArchitectureSupport(amuse::IBackendVoiceAllocator& backend)
: m_audioSys(backend, 0,0,0,0,0),
m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/),
m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
{
g_GuiSys = &m_guiSys;
m_inputGenerator.startScanning();
g_Main->ResetGameState();
std::shared_ptr<CIOWin> splash = std::make_shared<CSplashScreen>(CSplashScreen::ESplashScreen::Nintendo);
m_ioWinManager.AddIOWin(splash, 1000, 10000);
std::shared_ptr<CIOWin> mf = std::make_shared<CMainFlow>();
m_ioWinManager.AddIOWin(mf, 0, 0);
std::shared_ptr<CIOWin> console = std::make_shared<CConsoleOutputWindow>(8, 5.f, 0.75f);
m_ioWinManager.AddIOWin(console, 100, 0);
std::shared_ptr<CIOWin> audState = std::make_shared<CAudioStateWin>();
m_ioWinManager.AddIOWin(audState, 100, -1);
std::shared_ptr<CIOWin> errWin = std::make_shared<CErrorOutputWindow>(false);
m_ioWinManager.AddIOWin(errWin, 10000, 100000);
}
bool CGameArchitectureSupport::Update()
{
bool finished = false;
m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
g_GameState->GetWorldTransitionManager()->TouchModels();
int unk = 0;
m_archQueue.Push(std::move(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, unk)));
m_archQueue.Push(std::move(MakeMsg::CreateTimerTick(EArchMsgTarget::Game, 1.f / 60.f)));
m_ioWinManager.PumpMessages(m_archQueue);
/*
while (m_archQueue)
{
CArchitectureMessage msg = m_archQueue.Pop();
if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport)
{
if (msg.GetType() == EArchMsgType::ApplicationExit)
finished = true;
}
if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput)
{
const CArchMsgParmUserInput* input = msg.GetParm<CArchMsgParmUserInput>();
if (input->x4_parm.DStart())
m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)));
}
}
*/
return finished;
}
void CGameArchitectureSupport::Draw()
{
m_ioWinManager.Draw();
}
CMain::CMain(IFactory& resFactory, CSimplePool& resStore,
boo::IGraphicsDataFactory* gfxFactory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex)
: m_booSetter(gfxFactory, cmdQ, spareTex), x128_globalObjects(resFactory, resStore)
boo::ITextureR* spareTex,
amuse::IBackendVoiceAllocator& backend)
: m_booSetter(gfxFactory, cmdQ, spareTex),
x128_globalObjects(resFactory, resStore),
m_archSupport(backend)
{
xe4_gameplayResult = EGameplayResult::Playing;
g_Main = this;
@@ -44,6 +112,7 @@ CMain::BooSetter::BooSetter(boo::IGraphicsDataFactory* factory,
TShader<CXRayBlurFilter>::Initialize();
TMultiBlendShader<CColoredQuadFilter>::Initialize();
TMultiBlendShader<CTexturedQuadFilter>::Initialize();
TMultiBlendShader<CTexturedQuadFilterAlpha>::Initialize();
}
void CMain::RegisterResourceTweaks()
@@ -88,6 +157,11 @@ bool CMain::Proc()
return xe8_b24_finished;
}
void CMain::Draw()
{
m_archSupport.Draw();
}
void CMain::Shutdown()
{
TShader<CThermalColdFilter>::Shutdown();
@@ -97,6 +171,7 @@ void CMain::Shutdown()
TShader<CXRayBlurFilter>::Shutdown();
TMultiBlendShader<CColoredQuadFilter>::Shutdown();
TMultiBlendShader<CTexturedQuadFilter>::Shutdown();
TMultiBlendShader<CTexturedQuadFilterAlpha>::Shutdown();
}
#if MP1_USE_BOO

View File

@@ -30,6 +30,7 @@
#include "GuiSys/CSplashScreen.hpp"
#include "CMainFlow.hpp"
#include "GuiSys/CConsoleOutputWindow.hpp"
#include "GuiSys/CErrorOutputWindow.hpp"
#include "GuiSys/CTextParser.hpp"
#include "Audio/CAudioStateWin.hpp"
#include "GameGlobalObjects.hpp"
@@ -111,10 +112,6 @@ class CGameArchitectureSupport
CInputGenerator m_inputGenerator;
CGuiSys m_guiSys;
CIOWinManager m_ioWinManager;
//CSplashScreen m_splashScreen;
CMainFlow m_mainFlow;
CConsoleOutputWindow m_consoleWindow;
CAudioStateWin m_audioStateWin;
boo::SWindowRect m_windowRect;
bool m_rectIsDirty;
@@ -148,46 +145,9 @@ class CGameArchitectureSupport
}
public:
CGameArchitectureSupport()
: m_audioSys(0,0,0,0,0),
m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/),
m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
{
g_GuiSys = &m_guiSys;
m_inputGenerator.startScanning();
}
bool Update()
{
bool finished = false;
m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
g_GameState->GetWorldTransitionManager()->TouchModels();
int unk = 0;
m_archQueue.Push(std::move(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, unk)));
m_ioWinManager.PumpMessages(m_archQueue);
/*
while (m_archQueue)
{
CArchitectureMessage msg = m_archQueue.Pop();
if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport)
{
if (msg.GetType() == EArchMsgType::ApplicationExit)
finished = true;
}
if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput)
{
const CArchMsgParmUserInput* input = msg.GetParm<CArchMsgParmUserInput>();
if (input->x4_parm.DStart())
m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)));
}
}
*/
return finished;
}
CGameArchitectureSupport(amuse::IBackendVoiceAllocator& backend);
bool Update();
void Draw();
bool isRectDirty() { return m_rectIsDirty; }
const boo::SWindowRect& getWindowRect()
@@ -275,7 +235,8 @@ public:
CMain(IFactory& resFactory, CSimplePool& resStore,
boo::IGraphicsDataFactory* gfxFactory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex);
boo::ITextureR* spareTex,
amuse::IBackendVoiceAllocator& backend);
void RegisterResourceTweaks();
void ResetGameState();
void StreamNewGameState(CInputStream&);
@@ -285,6 +246,7 @@ public:
void Init(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IAudioVoiceEngine* voiceEngine);
bool Proc();
void Draw();
void Shutdown();
bool CheckReset();