mirror of https://github.com/AxioDL/metaforce.git
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
#include "Runtime/GuiSys/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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#include "Graphics/CCubeRenderer.hpp"
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namespace metaforce {
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constexpr std::array SplashTextures{"TXTR_NintendoLogo"sv, "TXTR_RetroLogo"sv, "TXTR_DolbyLogo"sv};
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CSplashScreen::CSplashScreen(ESplashScreen which)
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: CIOWin("SplashScreen"), x14_which(which), x28_texture(g_SimplePool->GetObj(SplashTextures[size_t(which)])) {}
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CIOWin::EMessageReturn CSplashScreen::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) {
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switch (msg.GetType()) {
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case EArchMsgType::TimerTick: {
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if (!x25_textureLoaded) {
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if (!x28_texture.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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/* 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:
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break;
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}
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return EMessageReturn::Exit;
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}
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void CSplashScreen::Draw() {
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if (!x25_textureLoaded) {
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return;
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}
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SCOPED_GRAPHICS_DEBUG_GROUP("CSplashScreen::Draw", zeus::skGreen);
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zeus::CColor color = zeus::skWhite;
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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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}
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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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}
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CGraphics::SetAlphaCompare(ERglAlphaFunc::Always, 0, ERglAlphaOp::And, ERglAlphaFunc::Always, 0);
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g_Renderer->SetModelMatrix({});
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CGraphics::SetViewPointMatrix({});
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// CGraphics::SetTevOp(Stage0, ?);
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// CGraphics::SetTevOp(Stage1, skPassThru);
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g_Renderer->SetBlendMode_AlphaBlended();
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const auto& tex = *x28_texture.GetObj();
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const auto width = tex.GetWidth();
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const auto height = tex.GetHeight();
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if (x14_which == ESplashScreen::Nintendo || x14_which == ESplashScreen::Retro) {
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CGraphics::SetOrtho(-10.f, 650.f, -5.5f, 484.5f, -1.f, 1.f);
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CGraphics::SetCullMode(ERglCullMode::None);
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// TODO
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CGraphics::SetCullMode(ERglCullMode::Front);
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} else {
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// TODO
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// CGraphics::Render2D();
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}
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zeus::CRectangle rect;
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rect.size.x() = width / (480.f * g_Viewport.aspect);
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rect.size.y() = height / 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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aurora::gfx::queue_textured_quad(aurora::gfx::CameraFilterType::Blend, tex.GetTexture(),
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aurora::gfx::ZComp::Always, false, color, 1.f, rect, 0.f);
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// Progressive scan options omitted
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}
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} // namespace metaforce
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