00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017 #include "logo.h"
00018
00019 LOGO::LOGO()
00020 {
00021 num_logos = 0;
00022 ltime = 0;
00023 }
00024
00025 void LOGO::AddLogo(string filename)
00026 {
00027 logo_fn[num_logos] = filename;
00028 logo_tex[num_logos].Load(filename, false);
00029
00030 num_logos++;
00031 }
00032
00033 bool LOGO::IncrementTime(float fps)
00034 {
00035 ltime += 1.0f/fps;
00036
00037
00038
00039 if (ltime > SECS_PER_LOGO * num_logos)
00040 {
00041
00042 Cleanup();
00043
00044 return false;
00045 }
00046
00047 return true;
00048 }
00049
00050 void LOGO::Cleanup()
00051 {
00052 int i;
00053
00054 for (i = 0; i < num_logos; i++)
00055
00056
00057 logo_tex[i].Unload();
00058
00059 }
00060
00061 void LOGO::Draw()
00062 {
00063 glPushAttrib(GL_ALL_ATTRIB_BITS);
00064
00065 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
00066
00067 int curlogo = (int)(ltime / SECS_PER_LOGO);
00068
00069 glEnable(GL_TEXTURE_2D);
00070
00071
00072
00073 int w, h;
00074
00075 w = LOGO_DIM;
00076 h = LOGO_DIM;
00077
00078
00079
00080 logo_tex[curlogo].Activate();
00081
00082
00083 glDisable( GL_DEPTH_TEST );
00084
00085 glDisable( GL_LIGHTING);
00086 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00087 glEnable( GL_BLEND );
00088
00089
00090 glMatrixMode( GL_PROJECTION );
00091
00092 glPushMatrix( );
00093
00094
00095 glLoadIdentity( );
00096
00097 glOrtho( 0, w, 0, h, -1, 1 );
00098
00099
00100 glMatrixMode( GL_MODELVIEW );
00101
00102 glPushMatrix( );
00103
00104 glLoadIdentity( );
00105
00106
00107 glTranslated( (w-LOGO_DIM)/2, (h-LOGO_DIM)/2, 0 );
00108
00109 float trans = (ltime - (curlogo*SECS_PER_LOGO))/LOGO_FADE_SECS;
00110 if (trans > 1.0f)
00111 trans = 1.0f;
00112
00113
00114
00115 if (FADE_OUT && SECS_PER_LOGO - (ltime - (curlogo*SECS_PER_LOGO)) < LOGO_FADE_SECS)
00116 {
00117 trans = (SECS_PER_LOGO - (ltime - (curlogo*SECS_PER_LOGO)))/LOGO_FADE_SECS;
00118 }
00119
00120 glColor4f(1.0f, 1.0f, 1.0f, trans);
00121
00122
00123 glBegin( GL_QUADS );
00124
00125
00126 glTexCoord2f( 1, 1 );
00127
00128 glVertex2i( LOGO_DIM, 0 );
00129
00130
00131 glTexCoord2f( 0, 1);
00132
00133 glVertex2i( 0, 0 );
00134
00135
00136 glTexCoord2f( 0, 0 );
00137
00138 glVertex2i( 0, LOGO_DIM );
00139
00140
00141 glTexCoord2f( 1, 0);
00142
00143 glVertex2i( LOGO_DIM, LOGO_DIM );
00144
00145 glEnd( );
00146
00147
00148 glMatrixMode( GL_PROJECTION );
00149
00150 glPopMatrix( );
00151
00152
00153 glMatrixMode( GL_MODELVIEW );
00154
00155 glPopMatrix();
00156
00157 glPopAttrib();
00158 }
00159
00160 void LOGO::run()
00161 {
00162 string tex_size;
00163 settings.Get( "display.texture_size", tex_size );
00164
00165 string skin_path = settings.GetSkinPath();
00166 AddLogo( skin_path + "/textures/libsplash.png");
00167
00168 AddLogo( skin_path + "/textures/splash.png");
00169
00170
00171 Uint32 t = SDL_GetTicks();
00172 float fps = 100.0;
00173 Uint32 T0 = SDL_GetTicks();
00174
00175 bool lp = true;
00176 bool kd = false;
00177 bool md = false;
00178 bool jd = false;
00179
00180 while (lp)
00181 {
00182
00183
00184 Draw();
00185 SDL_GL_SwapBuffers( );
00186
00187
00188
00189
00190
00191
00192 t = SDL_GetTicks();
00193 GLfloat seconds = (t - T0) / 1000.0;
00194 fps = 1.0 / seconds;
00195 T0 = t;
00196
00197 t = T0;
00198 lp = IncrementTime(fps);
00199
00200
00201 SDL_Event event;
00202 while ( SDL_PollEvent( &event ) )
00203 {
00204 switch( event.type )
00205 {
00206 case SDL_KEYDOWN:
00207 kd = true;
00208 break;
00209 case SDL_JOYBUTTONDOWN:
00210 jd = true;
00211 break;
00212 case SDL_MOUSEBUTTONDOWN:
00213 md = true;
00214 break;
00215 case SDL_KEYUP:
00216 if (kd)
00217 lp = false;
00218 break;
00219 case SDL_JOYBUTTONUP:
00220 if (jd)
00221 lp = false;
00222 break;
00223 case SDL_MOUSEBUTTONUP:
00224 if (md)
00225 lp = false;
00226 break;
00227 }
00228 }
00229 }
00230 }