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