mirror of https://github.com/AxioDL/metaforce.git
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
#include "CSplashScreen.hpp"
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#include "CArchitectureMessage.hpp"
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#include "CArchitectureQueue.hpp"
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#include "CSimplePool.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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static const char* SplashTextures[]
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{
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"TXTR_NintendoLogo",
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"TXTR_RetroLogo",
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"TXTR_DolbyLogo"
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};
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CSplashScreen::CSplashScreen(ESplashScreen which)
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: CIOWin("SplashScreen"), x14_which(which),
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m_quad(EFilterType::Blend,
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g_SimplePool->GetObj(SplashTextures[int(which)]))
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{
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}
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CIOWin::EMessageReturn CSplashScreen::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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switch (msg.GetType())
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{
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case EArchMsgType::TimerTick:
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{
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if (!x25_textureLoaded)
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{
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if (!m_quad.GetTex().IsLoaded())
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return EMessageReturn::Exit;
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x25_textureLoaded = true;
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}
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float dt = MakeMsg::GetParmTimerTick(msg).x4_parm;
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x18_splashTimeout -= dt;
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if (x18_splashTimeout <= 0.f)
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{
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/* HACK: If we're not compiling with Intel's IPP library we want to skip the Dolby Pro Logic II logo
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* This is purely a URDE addition and does not reflect retro's intentions. - Phil
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*/
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#if INTEL_IPP
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if (x14_which != ESplashScreen::Dolby)
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#else
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if (x14_which != ESplashScreen::Retro)
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#endif
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 9999, 9999,
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std::make_shared<CSplashScreen>(ESplashScreen(int(x14_which) + 1))));
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return EMessageReturn::RemoveIOWinAndExit;
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}
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break;
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}
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default: break;
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}
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return EMessageReturn::Exit;
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}
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void CSplashScreen::Draw() const
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{
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if (!x25_textureLoaded)
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return;
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zeus::CColor color;
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if (x14_which == ESplashScreen::Nintendo)
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color = zeus::CColor{0.86f, 0.f, 0.f, 1.f};
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if (x18_splashTimeout > 1.5f)
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color.a = 1.f - (x18_splashTimeout - 1.5f) * 2.f;
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else if (x18_splashTimeout < 0.5f)
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color.a = x18_splashTimeout * 2.f;
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zeus::CRectangle rect;
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float aspect = g_Viewport.x8_width / float(g_Viewport.xc_height);
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rect.size.x = m_quad.GetTex()->GetWidth() / (480.f * aspect);
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rect.size.y = m_quad.GetTex()->GetHeight() / 480.f;
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rect.position.x = 0.5f - rect.size.x / 2.f;
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rect.position.y = 0.5f - rect.size.y / 2.f;
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const_cast<CTexturedQuadFilterAlpha&>(m_quad).draw(color, 1.f, rect);
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}
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}
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